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//Code is converted to use in Unity(ShaderLab) from | |
//Auroras by nimitz 2017 (twitter: @stormoid) | |
//on Shadertoy(https://www.shadertoy.com/view/XtGGRt) | |
Shader "Aurora/aurora" | |
{ | |
Properties | |
{ |
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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 { |
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#pragma kernel CSParticle | |
// Particle's data | |
struct Particle | |
{ | |
float3 position; | |
float3 velocity; | |
float life; | |
}; |
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Shader "Custom/warp_shadertoy" { | |
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{ |
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// https://github.com/keijiro/NoiseShader | |
#include "HLSL/SimplexNoise3D.hlsl" | |
#pragma kernel CSParticle | |
// Particle's data | |
struct Particle | |
{ | |
float3 position; | |
float3 velocity; |
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// 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 | |
} |
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// The code is based on the shader on Shadertoy(https://www.shadertoy.com/view/MsfGRr), and tweaked for use in Unity3D | |
// Original shader is... | |
// Created by inigo quilez - iq/2013 | |
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. | |
Shader "Custom/Procedural" { | |
Properties | |
{ | |
_MainTex("Texture", 2D) = "white" {} |
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// 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 |
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// 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 |
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// 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 |
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