Skip to content

Instantly share code, notes, and snippets.

@yumayanagisawa
Created November 1, 2017 15:43
Show Gist options
  • Save yumayanagisawa/5e8c093a2a13a1d4696d05f97227239b to your computer and use it in GitHub Desktop.
Save yumayanagisawa/5e8c093a2a13a1d4696d05f97227239b to your computer and use it in GitHub Desktop.
Unity | Swirl Shader
// Ref: http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl/
// Swirl Effect for Unity
Shader "Custom/swirl" {
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
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
// possibly add interactivity
//uniform float radius
//uniform float angle
//uniform float2 center
fixed4 Swirl(sampler2D tex, inout float2 uv, float time) {
float radius = _ScreenParams.x;
float2 center = float2(_ScreenParams.x, _ScreenParams.y);
float2 texSize = float2(_ScreenParams.x / 0.5, _ScreenParams.y / 0.5);
float2 tc = uv * texSize;
tc -= center;
float dist = length(tc);
float angle = sin(_Time.y * 0.15);
if (dist < radius)
{
float percent = (radius - dist) / radius;
float theta = percent * percent * angle * 28.0;
float s = sin(theta);
float c = cos(theta);
tc = float2(dot(tc, float2(c, -s)), dot(tc, float2(s, c)));
}
tc += center;
float3 color = tex2D(tex, tc / texSize).rgb;
//color.r = 1.0;
return fixed4(color, 1.0);
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
//fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 c = Swirl(_MainTex, IN.uv_MainTex.xy, 1) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
/*
vec4 PostFX(sampler2D tex, vec2 uv, float time)
{
vec2 texSize = vec2(rt_w, rt_h);
vec2 tc = uv * texSize;
tc -= center;
float dist = length(tc);
if (dist < radius)
{
float percent = (radius - dist) / radius;
float theta = percent * percent * angle * 8.0;
float s = sin(theta);
float c = cos(theta);
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
tc += center;
vec3 color = texture2D(tex0, tc / texSize).rgb;
return vec4(color, 1.0);
}
*/
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment