Created
July 3, 2017 17:15
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Convert GLSL Sandbox to Unity ShaderLab
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Shader "Custom/template" { | |
Properties { | |
/* | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
*/ | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert_img | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
fixed4 frag(v2f_img i) : SV_Target | |
{ | |
fixed2 resolution = _ScreenParams; | |
fixed2 position = (i.uv * resolution / resolution.xy); | |
float time = _Time * 30; | |
fixed color = 0.0; | |
color += sin(position.x * cos(time / 15.0) * 80.0) + cos(position.y * cos(time / 15.0) * 10.0); | |
color += sin(position.y * sin(time / 10.0) * 40.0) + cos(position.x * sin(time / 25.0) * 40.0); | |
color += sin(position.x * sin(time / 5.0) * 10.0) + sin(position.y * sin(time / 35.0) * 80.0); | |
color *= sin(time / 10.0) * 0.5; | |
return fixed4(color, color * 0.5, sin(color + time / 3.0) * 0.75, 1.0); | |
} | |
ENDCG | |
} | |
} | |
FallBack "Diffuse" | |
} | |
/* | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
#extension GL_OES_standard_derivatives : enable | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
void main( void ) { | |
vec2 position = ( gl_FragCoord.xy / resolution.xy ) + mouse / 4.0; | |
float color = 0.0; | |
color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 ); | |
color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 ); | |
color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 ); | |
color *= sin( time / 10.0 ) * 0.5; | |
gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 ); | |
} | |
*/ |
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