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@yumayanagisawa
yumayanagisawa / Gem_CameraSpace.shader
Created May 4, 2018 19:27
Experiment with "_WorldSpaceCameraPos" in Unity3D
// based on this shader (https://assetstore.unity.com/packages/vfx/shaders/gem-shader-3)
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FX/Gem_CameraSpace"
{
Properties {
[HDR] _Color ("Color", Color) = (1,1,1,1)
_ReflectionStrength ("Reflection Strength", Range(0.0,2.0)) = 1.0
_EnvironmentLight ("Environment Light", Range(0.0,2.0)) = 1.0
@yumayanagisawa
yumayanagisawa / Architecture_Base_Unlit.shader
Created May 2, 2018 08:03
Experiment with "_WorldSpaceCameraPos"
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Unlit/Architecture_Base_Unlit"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Luminosity("Luminosity", Float) = 10
_ArchitectureScale("Arch Scale", Float) = 30
@yumayanagisawa
yumayanagisawa / CustomColorGrading.shader
Last active April 17, 2018 10:13
Saturation Filter for Unity3D
// This shader is hugely based on "saturation" by megaloler (https://www.shadertoy.com/view/XttGWB)
Shader "Hidden/CustomColorGrading"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_saturation("saturation value", Float) = 0.3
}
SubShader
@yumayanagisawa
yumayanagisawa / Dispersion.shader
Created December 11, 2017 09:57
Shadertoy to Unity | Displacement with Dispersion, The shader code is converted to use in Unity3D from "Displacement with Dispersion" created by cornusammonis on Shadertoy(https://www.shadertoy.com/view/4ldGDB)
// The shader code is converted to use in Unity3D from
// "Displacement with Dispersion" created by cornusammonis on Shadertoy(https://www.shadertoy.com/view/4ldGDB)
Shader "Custom/Dispersion" {
Properties {
iChannel1("Albedo (RGB)", 2D) = "white" {}
iChannel2("Albedo (RGB)", 2D) = "white" {}
}
SubShader{
Tags { "RenderType" = "Opaque" }
@yumayanagisawa
yumayanagisawa / Lightning.shader
Last active December 8, 2017 08:12
Unity3D | Another lightning shader for Unity, added "_CustomTime" property, which enables you to render many lightnings that would look different individually based on how many materials you would create by attaching this shader.
//Code is converted to use in Unity(ShaderLab) from
//Lightining by asti
//on Shadertoy(https://www.shadertoy.com/view/Xds3Rj)
Shader "Custom/Lightning"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_CustomTime("TimeDiff", Float) = 0.5
@yumayanagisawa
yumayanagisawa / AnimationController.cs
Last active December 5, 2017 10:47
Unity3D | Swarm-like Animation
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimationController : MonoBehaviour {
private float speed;
private Vector3 destination = new Vector3(10, 20, 1);
private Vector3 initialTargetPosition;
private bool isInitialMotion = true;
@yumayanagisawa
yumayanagisawa / Controller.cs
Created December 4, 2017 23:51
Unity3D | Rotate around objects
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Controller : MonoBehaviour {
public Transform prefab;
// Use this for initialization
void Start () {
for (int i = 0; i < 300; i++)
@yumayanagisawa
yumayanagisawa / Lightning.shader
Created November 30, 2017 09:03
Another Lightning Shader for Unity3D. Added alpha channel and gradient
//Code is converted to use in Unity(ShaderLab) from
//Lightining by asti
//on Shadertoy(https://www.shadertoy.com/view/Xds3Rj)
Shader "Custom/Lightning"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
@yumayanagisawa
yumayanagisawa / Lightning.shader
Last active November 28, 2017 06:02
Unity3D | Lightning Shader
//Code is converted to use in Unity(ShaderLab) from
//Lightining by asti
//on Shadertoy(https://www.shadertoy.com/view/Xds3Rj)
Shader "Custom/Lightning"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
@yumayanagisawa
yumayanagisawa / CurlNoise.compute
Last active August 18, 2021 01:35
Unity3D | Curl Noise x Compute Shader
// https://github.com/keijiro/NoiseShader
#include "HLSL/SimplexNoise3D.hlsl"
#pragma kernel CSParticle
// Particle's data
struct Particle
{
float3 position;
float3 velocity;