├── .github └── FUNDING.yml ├── .gitignore ├── Assets ├── Editor.meta ├── Editor │ ├── ShaderConverterEditor.cs │ └── ShaderConverterEditor.cs.meta ├── Examples.unity ├── Examples.unity.meta ├── ExamplesSettings.lighting ├── ExamplesSettings.lighting.meta ├── Scripts.meta ├── Scripts │ ├── CodeGenerator.cs │ └── CodeGenerator.cs.meta ├── ShaderToy.meta ├── Shaders.meta ├── Shaders │ ├── Examples.meta │ └── Examples │ │ ├── 301's Fire ShaderRemix 3.mat │ │ ├── 301's Fire ShaderRemix 3.mat.meta │ │ ├── 301's Fire ShaderRemix 3.shader │ │ ├── 301's Fire ShaderRemix 3.shader.meta │ │ ├── Bubbles.mat │ │ ├── Bubbles.mat.meta │ │ ├── Bubbles.shader │ │ ├── Bubbles.shader.meta │ │ ├── CRT.mat │ │ ├── CRT.mat.meta │ │ ├── CRT.shader │ │ ├── CRT.shader.meta │ │ ├── Cave.mat │ │ ├── Cave.mat.meta │ │ ├── Cave.shader │ │ ├── Cave.shader.meta │ │ ├── ChromaticAberration.mat │ │ ├── ChromaticAberration.mat.meta │ │ ├── ChromaticAberration.shader │ │ ├── ChromaticAberration.shader.meta │ │ ├── Circle pattern.mat │ │ ├── Circle pattern.mat.meta │ │ ├── Circle pattern.shader │ │ ├── Circle pattern.shader.meta │ │ ├── Clip.mat │ │ ├── Clip.mat.meta │ │ ├── Clip.shader │ │ ├── Clip.shader.meta │ │ ├── Clouds.mat │ │ ├── Clouds.mat.meta │ │ ├── Clouds.shader │ │ ├── Clouds.shader.meta │ │ ├── Colorful.mat │ │ ├── Colorful.mat.meta │ │ ├── Colorful.shader │ │ ├── Colorful.shader.meta │ │ ├── DirtyoldCRT.mat │ │ ├── DirtyoldCRT.mat.meta │ │ ├── DirtyoldCRT.shader │ │ ├── DirtyoldCRT.shader.meta │ │ ├── Eye.mat │ │ ├── Eye.mat.meta │ │ ├── Eye.shader │ │ ├── Eye.shader.meta │ │ ├── Flame.mat │ │ ├── Flame.mat.meta │ │ ├── Flame.shader │ │ ├── Flame.shader.meta │ │ ├── Flappy Bird.mat │ │ ├── Flappy Bird.mat.meta │ │ ├── Flappy Bird.shader │ │ ├── Flappy Bird.shader.meta │ │ ├── Hexagon.mat │ │ ├── Hexagon.mat.meta │ │ ├── Hexagon.shader │ │ ├── Hexagon.shader.meta │ │ ├── Industry.mat │ │ ├── Industry.mat.meta │ │ ├── Industry.shader │ │ ├── Industry.shader.meta │ │ ├── Interstellar.mat │ │ ├── Interstellar.mat.meta │ │ ├── Interstellar.shader │ │ ├── Interstellar.shader.meta │ │ ├── Isolines.mat │ │ ├── Isolines.mat.meta │ │ ├── Isolines.shader │ │ ├── Isolines.shader.meta │ │ ├── Lanterns.mat │ │ ├── Lanterns.mat.meta │ │ ├── Lanterns.shader │ │ ├── Lanterns.shader.meta │ │ ├── Leaf.mat │ │ ├── Leaf.mat.meta │ │ ├── Leaf.shader │ │ ├── Leaf.shader.meta │ │ ├── Mechanical.mat │ │ ├── Mechanical.mat.meta │ │ ├── Mechanical.shader │ │ ├── Mechanical.shader.meta │ │ ├── MetaHexaBalls.mat │ │ ├── MetaHexaBalls.mat.meta │ │ ├── MetaHexaBalls.shader │ │ ├── MetaHexaBalls.shader.meta │ │ ├── MyShader.mat │ │ ├── MyShader.mat.meta │ │ ├── Noise animation - Lava.mat │ │ ├── Noise animation - Lava.mat.meta │ │ ├── Noise animation - Lava.shader │ │ ├── Noise animation - Lava.shader.meta │ │ ├── Noor.shader │ │ ├── Noor.shader.meta │ │ ├── PlasmaGlobe.mat │ │ ├── PlasmaGlobe.mat.meta │ │ ├── PlasmaGlobe.shader │ │ ├── PlasmaGlobe.shader.meta │ │ ├── RainDrop.mat │ │ ├── RainDrop.mat.meta │ │ ├── RainDrop.shader │ │ ├── RainDrop.shader.meta │ │ ├── RocketScience.mat │ │ ├── RocketScience.mat.meta │ │ ├── RocketScience.shader │ │ ├── RocketScience.shader.meta │ │ ├── ShaderMan_Warpingprocedural2.mat │ │ ├── ShaderMan_Warpingprocedural2.mat.meta │ │ ├── Simple Eye Blower.mat │ │ ├── Simple Eye Blower.mat.meta │ │ ├── Simple Eye Blower.shader │ │ ├── Simple Eye Blower.shader.meta │ │ ├── SimpleProceduralSun.mat │ │ ├── SimpleProceduralSun.mat.meta │ │ ├── SimpleProceduralSun.shader │ │ ├── SimpleProceduralSun.shader.meta │ │ ├── Smooth HSV.mat │ │ ├── Smooth HSV.mat.meta │ │ ├── Smooth HSV.shader │ │ ├── Smooth HSV.shader.meta │ │ ├── Synaptic.mat │ │ ├── Synaptic.mat.meta │ │ ├── Synaptic.shader │ │ ├── Synaptic.shader.meta │ │ ├── TotalNoob.mat │ │ ├── TotalNoob.mat.meta │ │ ├── TotalNoob.shader │ │ ├── TotalNoob.shader.meta │ │ ├── Voronoi - basic.mat │ │ ├── Voronoi - basic.mat.meta │ │ ├── Voronoi - basic.shader │ │ ├── Voronoi - basic.shader.meta │ │ ├── Voronoi.mat │ │ ├── Voronoi.mat.meta │ │ ├── Voronoi.shader │ │ ├── Voronoi.shader.meta │ │ ├── Warpingprocedural2.mat │ │ ├── Warpingprocedural2.mat.meta │ │ ├── Warpingprocedural2.shader │ │ ├── Warpingprocedural2.shader.meta │ │ ├── Yin Yang.mat │ │ ├── Yin Yang.mat.meta │ │ ├── Yin Yang.shader │ │ ├── Yin Yang.shader.meta │ │ ├── gravity field - 2.mat │ │ ├── gravity field - 2.mat.meta │ │ ├── gravity field - 2.shader │ │ ├── gravity field - 2.shader.meta │ │ ├── heart2D.mat │ │ ├── heart2D.mat.meta │ │ ├── heart2D.shader │ │ ├── heart2D.shader.meta │ │ ├── pixel.mat │ │ ├── pixel.mat.meta │ │ ├── pixel.shader │ │ ├── pixel.shader.meta │ │ ├── starswirl.mat │ │ ├── starswirl.mat.meta │ │ ├── starswirl.shader │ │ └── starswirl.shader.meta ├── Textures.meta └── Textures │ ├── HeightMaps.meta │ ├── HeightMaps │ ├── 1966-bump.jpg │ ├── 1966-bump.jpg.meta │ ├── CloludMap.jpg │ ├── CloludMap.jpg.meta │ ├── RX-85.png │ ├── RX-85.png.meta │ ├── RX-950.png │ ├── RX-950.png.meta │ ├── dtech.gif │ ├── dtech.gif.meta │ ├── heightmap_Poland.png │ ├── heightmap_Poland.png.meta │ ├── noise.jpg │ └── noise.jpg.meta │ ├── MainTex.meta │ └── MainTex │ ├── Green.jpg │ ├── Green.jpg.meta │ ├── London.png │ ├── London.png.meta │ ├── Msd3zn.jpg │ ├── Msd3zn.jpg.meta │ ├── Rocks.jpg │ └── Rocks.jpg.meta ├── LICENSE ├── Logs ├── AssetImportWorker0-prev.log ├── AssetImportWorker0.log └── Packages-Update.log ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── VersionControlSettings.asset ├── README.md └── UserSettings └── EditorUserSettings.asset /.github/FUNDING.yml: -------------------------------------------------------------------------------- 1 | # These are supported funding model platforms 2 | 3 | github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2] 4 | patreon: # Replace with a single Patreon username 5 | open_collective: # Replace with a single Open Collective username 6 | ko_fi: # Replace with a single Ko-fi username 7 | tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel 8 | community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry 9 | liberapay: # Replace with a single Liberapay username 10 | issuehunt: # Replace with a single IssueHunt username 11 | otechie: # Replace with a single Otechie username 12 | custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2'] 13 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Idea directory 12 | /.idea/ 13 | 14 | # Autogenerated VS/MD/Consulo solution and project files 15 | ExportedObj/ 16 | .consulo/ 17 | *.csproj 18 | *.unityproj 19 | *.sln 20 | *.suo 21 | *.tmp 22 | *.user 23 | *.userprefs 24 | *.pidb 25 | *.booproj 26 | *.svd 27 | *.pdb 28 | 29 | # Unity3D generated meta files 30 | *.pidb.meta 31 | 32 | # Unity3D Generated File On Crash Reports 33 | sysinfo.txt 34 | 35 | # Builds 36 | *.apk 37 | *.unitypackage 38 | -------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e68266f01362170429ab0df9038a0942 3 | folderAsset: yes 4 | timeCreated: 1500316377 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ShaderConverterEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System.IO; 4 | using System; 5 | 6 | [IODescriptionAttribute("FileSystemWatcherDesc")] 7 | // Simple script that creates a new non-dockable window 8 | public class ShaderConverterEditor : EditorWindow 9 | { 10 | bool convert; 11 | public string shaderName = "MyShader"; 12 | string text = "Give Me ShaderToy :D"; 13 | public string path; 14 | bool Replace; 15 | TextAsset txtAsset,newTxtAsset; 16 | 17 | //public enum GameEngine {ShaderToy, GameMaker, Construct}; 18 | //public GameEngine gameEngine; 19 | Vector2 scroll; 20 | [MenuItem("Window/ShaderMan")] 21 | static void Initialize() 22 | { 23 | if (GameObject.Find ("CodeGenerator") == null) { 24 | GameObject obj = new GameObject (); 25 | obj.name = "CodeGenerator"; 26 | obj.AddComponent (); 27 | } 28 | ShaderConverterEditor window = (ShaderConverterEditor)EditorWindow.GetWindow (typeof(ShaderConverterEditor), true, "ShaderMan v.2.0"); 29 | window.maxSize = new Vector2 (718, 520); 30 | window.minSize = new Vector2 (718, 520); 31 | 32 | window.wantsMouseMove = true; 33 | } 34 | 35 | void OnGUI () { 36 | GUILayout.BeginArea (new Rect (10,10,700,500)); // you only need to do this once unless you want to show the same window twice 37 | shaderName = EditorGUILayout.TextField(shaderName); 38 | 39 | 40 | scroll = EditorGUILayout.BeginScrollView(scroll); 41 | 42 | text = EditorGUILayout.TextArea(text, GUILayout.Height(position.height - 80)); 43 | EditorGUILayout.EndScrollView(); 44 | 45 | 46 | 47 | 48 | if(GUILayout.Button("Convert")) 49 | { 50 | Debug.Log("Build"); 51 | CreateShader (); 52 | 53 | } 54 | GUI.skin.label.fontSize = 100; 55 | if(GUILayout.Button("About me")) 56 | { 57 | Debug.Log("Created By Seyed Mortaza Kamaly"); 58 | EditorUtility.DisplayDialog ("Converter", 59 | @"Created By Seyed Mortaza Kamaly" 60 | 61 | 62 | , "Ok"); 63 | 64 | } 65 | 66 | GUILayout.EndArea (); 67 | 68 | GUILayout.BeginArea (new Rect (800,10,800,600)); // you only need to do this once unless you want to show the same window twice 69 | //myString = EditorGUILayout.TextField ("Text Field", myString); 70 | //EditorGUILayout.EnumPopup (gameEngine); 71 | 72 | //EditorGUILayout.EndToggleGroup (); 73 | GUILayout.EndArea (); 74 | } 75 | 76 | 77 | void CreateShader(){ 78 | string path = "Assets/ShaderToy/"; 79 | var fileName = shaderName + ".shader"; 80 | if(!Directory.Exists(path)) 81 | Directory.CreateDirectory(path); 82 | 83 | 84 | 85 | if (File.Exists (path + fileName)) { 86 | Debug.Log (fileName + " Already exists."); 87 | Replace = EditorUtility.DisplayDialog ("What am I doing?", 88 | "There is already a file the same name in this location.Do you want to replace?" 89 | , "Replace", "Do Not Replace"); 90 | 91 | if (!Replace) { 92 | 93 | return; 94 | } 95 | } 96 | 97 | if (CodeGenerator.instance != null || Replace) { 98 | var sr = File.CreateText (path + fileName); 99 | 100 | sr.WriteLine (""); 101 | CodeGenerator.instance.ShaderName = shaderName; 102 | sr.WriteLine (CodeGenerator.instance.Convert (text)); 103 | sr.Close (); 104 | } 105 | 106 | AssetDatabase.Refresh (); 107 | 108 | // Create a simple material asset 109 | //string shaderfullpath = path + fileName + shaderName; 110 | var material = new Material (Shader.Find("ShaderMan/" + shaderName)); 111 | AssetDatabase.CreateAsset(material, path + shaderName + ".mat"); 112 | } 113 | } -------------------------------------------------------------------------------- /Assets/Editor/ShaderConverterEditor.cs.meta: 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2 | guid: 8fe47be7a74df9f4eb4715f9e395843e 3 | folderAsset: yes 4 | timeCreated: 1501120114 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be86abee615ec084482300205efd5cfc 3 | folderAsset: yes 4 | timeCreated: 1500921061 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/301's Fire ShaderRemix 3.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: 301's Fire ShaderRemix 3 10 | m_Shader: {fileID: 4800000, guid: 431a25ff06cbbc6428da49c2aad24b6b, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 0432f91b5d7d39545b36d9cff673e3e9, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/301's Fire ShaderRemix 3.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8cb97dcd47888ea4588726dba2fd8ecf 3 | timeCreated: 1500959375 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/301's Fire ShaderRemix 3.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderMan/301's Fire ShaderRemix 3"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #pragma fragmentoption ARB_precision_hint_fastest 15 | #include "UnityCG.cginc" 16 | struct appdata{ 17 | float4 vertex : POSITION; 18 | float2 uv : TEXCOORD0; 19 | }; 20 | uniform sampler2D _MainTex; 21 | uniform fixed4 fragColor; 22 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 23 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 24 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 25 | uniform fixed4 iDate;// (year, month, day, time in seconds) 26 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | float4 vertex : SV_POSITION; 32 | float4 screenCoord : TEXCOORD1; 33 | }; 34 | 35 | v2f vert(appdata v) 36 | { 37 | v2f o; 38 | o.vertex = UnityObjectToClipPos(v.vertex); 39 | o.uv = v.uv; 40 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 41 | return o; 42 | } 43 | // I started working a bit on the colors of Relerp 2, ended up with something like this. :) 44 | // Relerp 2 here: https://www.shadertoy.com/view/MtcGD7 45 | // Relerp 1 here: https://www.shadertoy.com/view/llc3DM 46 | // Original here: https://www.shadertoy.com/view/XsXXRN 47 | 48 | fixed rand(fixed2 n) { 49 | return frac(sin(cos(dot(n, fixed2(12.9898,12.1414)))) * 83758.5453); 50 | } 51 | 52 | fixed noise(fixed2 n) { 53 | const fixed2 d = fixed2(0.0, 1.0); 54 | fixed2 b = floor(n), f = smoothstep(fixed2(0.0,0.0), fixed2(1.0,1.0), frac(n)); 55 | return lerp(lerp(rand(b), rand(b + d.yx), f.x), lerp(rand(b + d.xy), rand(b + d.yy), f.x), f.y); 56 | } 57 | 58 | fixed fbm(fixed2 n) { 59 | fixed total = 0.0, amplitude = 1.0; 60 | for (int i = 0; i <5; i++) { 61 | total += noise(n) * amplitude; 62 | n += n*1.7; 63 | amplitude = mul( amplitude ,0.47); 64 | } 65 | return total; 66 | } 67 | 68 | fixed4 frag(v2f i) : SV_Target{ 69 | 70 | 71 | const fixed3 c1 = fixed3(0.5, 0.0, 0.1); 72 | const fixed3 c2 = fixed3(0.9, 0.1, 0.0); 73 | const fixed3 c3 = fixed3(0.2, 0.1, 0.7); 74 | const fixed3 c4 = fixed3(1.0, 0.9, 0.1); 75 | const fixed3 c5 = fixed3(0.1,0.1,0.1); 76 | const fixed3 c6 = fixed3(0.9,0.9,0.9); 77 | 78 | fixed2 speed = fixed2(0.1, 0.9); 79 | fixed shift = 1.327+sin(_Time.y*2.0)/2.4; 80 | fixed alpha = 1.0; 81 | 82 | fixed dist = 3.5-sin(_Time.y*0.4)/1.89; 83 | 84 | fixed2 uv = i.uv.xy / 1; 85 | fixed2 p = i.uv.xy * dist / 1; 86 | p += sin(p.yx*4.0+fixed2(.2,-.3)*_Time.y)*0.04; 87 | p += sin(p.yx*8.0+fixed2(.6,+.1)*_Time.y)*0.01; 88 | 89 | p.x -= _Time.y/1.1; 90 | fixed q = fbm(p - _Time.y * 0.3+1.0*sin(_Time.y+0.5)/2.0); 91 | fixed qb = fbm(p - _Time.y * 0.4+0.1*cos(_Time.y)/2.0); 92 | fixed q2 = fbm(p - _Time.y * 0.44 - 5.0*cos(_Time.y)/2.0) - 6.0; 93 | fixed q3 = fbm(p - _Time.y * 0.9 - 10.0*cos(_Time.y)/15.0)-4.0; 94 | fixed q4 = fbm(p - _Time.y * 1.4 - 20.0*sin(_Time.y)/14.0)+2.0; 95 | q = (q + qb - .4 * q2 -2.0*q3 + .6*q4)/3.8; 96 | fixed2 r = fixed2(fbm(p + q /2.0 + _Time.y * speed.x - p.x - p.y), fbm(p + q - _Time.y * speed.y)); 97 | fixed3 c = lerp(c1, c2, fbm(p + r)) + lerp(c3, c4, r.x) - lerp(c5, c6, r.y); 98 | fixed3 color = fixed3(1.0/(pow(c+1.61,fixed3(4.0,4.0,4.0))) * cos(shift * i.uv.y / 1)); 99 | 100 | color=fixed3(1.0,.2,.05)/(pow((r.y+r.y)* max(.0,p.y)+0.1, 4.0));; 101 | color += (tex2D(_MainTex,i.uv*0.6+fixed2(.5,0.5))); 102 | color = color/(1.0+max(fixed3(0,0,0),color)); 103 | return fixed4(color.x, color.y, color.z, alpha); 104 | 105 | }ENDCG 106 | } 107 | } 108 | } 109 | 110 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/301's Fire ShaderRemix 3.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 431a25ff06cbbc6428da49c2aad24b6b 3 | timeCreated: 1500959375 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Bubbles.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Bubbles 10 | m_Shader: {fileID: 4800000, guid: 5d410a03eaac2e949b6d454f18bb4875, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: [] 20 | m_Floats: [] 21 | m_Colors: [] 22 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Bubbles.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7b7dfc5decc4cf54a96ffbdb86d6eadc 3 | timeCreated: 1501121316 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Bubbles.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader"ShaderMan/Bubbles"{ 4 | Properties{ 5 | 6 | } 7 | SubShader{ 8 | Pass{ 9 | CGPROGRAM 10 | #pragma vertex vert 11 | #pragma fragment frag 12 | #pragma fragmentoption ARB_precision_hint_fastest 13 | #include "UnityCG.cginc" 14 | struct appdata{ 15 | float4 vertex : POSITION; 16 | float2 uv : TEXCOORD0; 17 | }; 18 | uniform fixed4 fragColor; 19 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 20 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 21 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 22 | uniform fixed4 iDate;// (year, month, day, time in seconds) 23 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 24 | 25 | struct v2f 26 | { 27 | float2 uv : TEXCOORD0; 28 | float4 vertex : SV_POSITION; 29 | float4 screenCoord : TEXCOORD1; 30 | }; 31 | 32 | v2f vert(appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 38 | return o; 39 | } 40 | // Created by inigo quilez - iq/2013 41 | // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. 42 | 43 | fixed4 frag(v2f i) : SV_Target{ 44 | 45 | { 46 | fixed2 uv = i.uv; 47 | uv.x *= 1 / 1; 48 | 49 | // background 50 | fixed3 color = fixed3(0.8 + 0.2*uv.y,0.8 + 0.2*uv.y,0.8 + 0.2*uv.y); 51 | 52 | // bubbles 53 | [unroll(100)] 54 | for( int i=0; i<40; i++ ) 55 | { 56 | // bubble seeds 57 | fixed pha = sin(fixed(i)*546.13+1.0)*0.5 + 0.5; 58 | fixed siz = pow( sin(fixed(i)*651.74+5.0)*0.5 + 0.5, 4.0 ); 59 | fixed pox = sin(fixed(i)*321.55+4.1) * 1 / 1; 60 | 61 | // buble size, position and color 62 | fixed rad = 0.1 + 0.5*siz; 63 | fixed2 pos = fixed2( pox, -1.0-rad + (2.0+2.0*rad)*fmod(pha+0.1*_Time.y*(0.2+0.8*siz),1.0)); 64 | fixed dis = length( uv - pos ); 65 | fixed3 col = lerp( fixed3(0.94,0.3,0.0), fixed3(0.1,0.4,0.8), 0.5+0.5*sin(fixed(i)*1.2+1.9)); 66 | // col+= 8.0*smoothstep( rad*0.95, rad, dis ); 67 | 68 | // render 69 | fixed f = length(uv-pos)/rad; 70 | f = sqrt(clamp(1.0-f*f,0.0,1.0)); 71 | color -= col.zyx *(1.0-smoothstep( rad*0.95, rad, dis )) * f; 72 | } 73 | 74 | // vigneting 75 | color *= sqrt(1.5-0.5*length(uv)); 76 | 77 | return fixed4(color,1.0); 78 | } 79 | }ENDCG 80 | } 81 | } 82 | } 83 | 84 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Bubbles.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d410a03eaac2e949b6d454f18bb4875 3 | timeCreated: 1501121316 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/CRT.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: CRT 10 | m_Shader: {fileID: 4800000, guid: 9237f81668ff30a44bdeb3f9613febb4, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 0} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/CRT.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99f992414c0ad154a94849f29490fc2a 3 | timeCreated: 1500957675 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/CRT.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderMan/CRT"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #pragma fragmentoption ARB_precision_hint_fastest 15 | #include "UnityCG.cginc" 16 | struct appdata{ 17 | float4 vertex : POSITION; 18 | float2 uv : TEXCOORD0; 19 | }; 20 | uniform sampler2D _MainTex; 21 | uniform fixed4 fragColor; 22 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 23 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 24 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 25 | uniform fixed4 iDate;// (year, month, day, time in seconds) 26 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | float4 vertex : SV_POSITION; 32 | float4 screenCoord : TEXCOORD1; 33 | }; 34 | 35 | v2f vert(appdata v) 36 | { 37 | v2f o; 38 | o.vertex = UnityObjectToClipPos(v.vertex); 39 | o.uv = v.uv; 40 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 41 | return o; 42 | } 43 | // CRT Effect Pulled from : "[SIG15] Mario World 1-1" by Krzysztof Narkowicz @knarkowicz 44 | // 45 | // 46 | #define SPRITE_DEC( x, i ) fmod( floor( i / pow( 4.0, fmod( x, 8.0 ) ) ), 4.0 ) 47 | #define SPRITE_DEC2( x, i ) fmod( floor( i / pow( 4.0, fmod( x, 11.0 ) ) ), 4.0 ) 48 | #define RGB( r, g, b ) fixed3( fixed( r ) / 255.0, fixed( g ) / 255.0, fixed( b ) / 255.0 ) 49 | 50 | fixed2 CRTCurveUV( fixed2 uv ) 51 | { 52 | uv = uv * 2.0 - 1.0; 53 | fixed2 offset = abs( uv.yx ) / fixed2( 6.0, 4.0 ); 54 | uv = uv + uv * offset * offset; 55 | uv = uv * 0.5 + 0.5; 56 | return uv; 57 | } 58 | 59 | void DrawVignette( inout fixed3 color, fixed2 uv ) 60 | { 61 | fixed vignette = uv.x * uv.y * ( 1.0 - uv.x ) * ( 1.0 - uv.y ); 62 | vignette = clamp( pow( 16.0 * vignette, 0.3 ), 0.0, 1.0 ); 63 | color = mul( color ,vignette); 64 | } 65 | 66 | void DrawScanline( inout fixed3 color, fixed2 uv ) 67 | { 68 | fixed scanline = clamp( 0.95 + 0.05 * cos( 3.14 * ( uv.y + 0.008 * _Time.y ) * 240.0 * 1.0 ), 0.0, 1.0 ); 69 | fixed grille = 0.85 + 0.15 * clamp( 1.5 * cos( 3.14 * uv.x * 640.0 * 1.0 ), 0.0, 1.0 ); 70 | color = mul( color ,scanline * grille * 1.2); 71 | } 72 | 73 | fixed4 frag(v2f i) : SV_Target{ 74 | 75 | { 76 | // we want to see at least 224x192 (overscan) and we want multiples of pixel size 77 | fixed resMultX = floor( 1 / 224.0 ); 78 | fixed resMultY = floor( 1 / 192.0 ); 79 | fixed resRcp = 1.0 / max( min( resMultX, resMultY ), 1.0 ); 80 | 81 | fixed time = _Time.y; 82 | fixed screenWidth = floor( 1 * resRcp ); 83 | fixed screenHeight = floor( 1 * resRcp ); 84 | fixed pixelX = floor( i.uv.x * resRcp ); 85 | fixed pixelY = floor( i.uv.y * resRcp ); 86 | 87 | fixed3 color = RGB( 92, 148, 252 ); 88 | 89 | 90 | 91 | 92 | // CRT effects (curvature, vignette, scanlines and CRT grille) 93 | fixed2 uv = i.uv.xy / 1; 94 | fixed2 crtUV = CRTCurveUV( i.uv ); 95 | if ( crtUV.x < 0.0 || crtUV.x > 1.0 || crtUV.y < 0.0 || crtUV.y > 1.0 ) 96 | { 97 | color = fixed3( 0.0, 0.0, 0.0 ); 98 | } 99 | DrawVignette( color, crtUV ); 100 | DrawScanline( color, i.uv ); 101 | 102 | fragColor.xyz = color; 103 | fragColor.w = 1.0; 104 | return fragColor; 105 | } 106 | }ENDCG 107 | } 108 | } 109 | } 110 | 111 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/CRT.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9237f81668ff30a44bdeb3f9613febb4 3 | timeCreated: 1500957675 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Cave.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Cave 10 | m_Shader: {fileID: 4800000, guid: cf47b608572b8524c9fc5fd40af944dd, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 5b10596b9fdfe4b41942da5f57d12f74, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Cave.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 23e65d75425e7aa4ba410e5a093005e7 3 | timeCreated: 1500733340 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Cave.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderToyConverter/Cave"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #include "UnityCG.cginc" 15 | struct appdata{ 16 | float4 vertex : POSITION; 17 | float2 uv : TEXCOORD0; 18 | }; 19 | sampler2D _MainTex; 20 | fixed4 fragColor; 21 | 22 | struct v2f 23 | { 24 | float2 uv : TEXCOORD0; 25 | float4 vertex : SV_POSITION; 26 | float4 screenCoord : TEXCOORD1; 27 | }; 28 | 29 | v2f vert(appdata v) 30 | { 31 | v2f o; 32 | o.vertex = UnityObjectToClipPos(v.vertex); 33 | o.uv = v.uv; 34 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 35 | return o; 36 | } 37 | fixed4 frag(v2f i) : SV_Target{ 38 | 39 | { 40 | // input: pixel coordinates 41 | fixed2 p = (-1 + 2.0*i.uv)/1; 42 | 43 | // angle of each pixel to the center of the screen 44 | fixed a = atan2(p.x,p.y); 45 | 46 | // fmodified distance metric 47 | fixed r = pow( pow(p.x*p.x,4.0) + pow(p.y*p.y,4.0), 1.0/8.0 ); 48 | 49 | // index tex2D by (animated inverse) radious and angle 50 | fixed2 uv = fixed2( 1.0/r + 0.2*_Time.y, a ); 51 | 52 | // pattern: cosines 53 | fixed f = cos(12.0*uv.x)*cos(6.0*uv.y); 54 | 55 | // color fetch: palette 56 | fixed3 col = 0.5 + 0.5*sin( 3.1416*f + fixed3(0.0,0.5,1.0) ); 57 | 58 | // lighting: darken at the center 59 | col = col*r; 60 | 61 | // output: pixel color 62 | return fixed4( col, 1.0 ); 63 | } 64 | }ENDCG 65 | } 66 | } 67 | } 68 | 69 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Cave.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf47b608572b8524c9fc5fd40af944dd 3 | timeCreated: 1500733340 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/ChromaticAberration.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: ChromaticAberration 10 | m_Shader: {fileID: 4800000, guid: 4d333a280b07ff6499be0997d93b3212, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 819a0bf894446fc4998d48f9d71d764b, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/ChromaticAberration.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8363cc006acf1647834f3f46cbd3672 3 | timeCreated: 1500689694 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/ChromaticAberration.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderToyConverter/ChromaticAberration"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #include "UnityCG.cginc" 15 | struct appdata{ 16 | float4 vertex : POSITION; 17 | float2 uv : TEXCOORD0; 18 | }; 19 | sampler2D _MainTex; 20 | fixed4 fragColor; 21 | 22 | struct v2f 23 | { 24 | float2 uv : TEXCOORD0; 25 | float4 vertex : SV_POSITION; 26 | float4 screenCoord : TEXCOORD1; 27 | }; 28 | 29 | v2f vert(appdata v) 30 | { 31 | v2f o; 32 | o.vertex = UnityObjectToClipPos(v.vertex); 33 | o.uv = v.uv; 34 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 35 | return o; 36 | } 37 | fixed4 frag(v2f i) : SV_Target{ 38 | 39 | { 40 | fixed2 uv = i.uv.xy; 41 | 42 | fixed amount = 0.0; 43 | 44 | amount = (1.0 + sin(_Time.y*6.0)) * 0.5; 45 | amount *= 1.0 + sin(_Time.y*16.0) * 0.5; 46 | amount *= 1.0 + sin(_Time.y*19.0) * 0.5; 47 | amount *= 1.0 + sin(_Time.y*27.0) * 0.5; 48 | amount = pow(amount, 3.0); 49 | 50 | amount *= 0.05; 51 | 52 | fixed3 col; 53 | col.r = tex2D( _MainTex, fixed2(uv.x+amount,uv.y) ).r; 54 | col.g = tex2D( _MainTex, uv ).g; 55 | col.b = tex2D( _MainTex, fixed2(uv.x-amount,uv.y) ).b; 56 | 57 | col *= (1.0 - amount * 0.5); 58 | 59 | return fixed4(col,1.0); 60 | } 61 | 62 | }ENDCG 63 | } 64 | } 65 | } 66 | 67 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/ChromaticAberration.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4d333a280b07ff6499be0997d93b3212 3 | timeCreated: 1500689694 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Circle pattern.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Circle pattern 10 | m_Shader: {fileID: 4800000, guid: 274aacd747fff0540b6b986b0974d0e4, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 2bc3e4eed2400514ba312cae9b87f4f4, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Circle pattern.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 176fd159ceef6f8419d4182f1bead329 3 | timeCreated: 1501121214 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Circle pattern.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader"ShaderMan/Circle pattern"{ 4 | Properties{ 5 | _MainTex("_MainTex", 2D) = "white"{} 6 | 7 | } 8 | SubShader{ 9 | Pass{ 10 | CGPROGRAM 11 | #pragma vertex vert 12 | #pragma fragment frag 13 | #pragma fragmentoption ARB_precision_hint_fastest 14 | #include "UnityCG.cginc" 15 | struct appdata{ 16 | float4 vertex : POSITION; 17 | float2 uv : TEXCOORD0; 18 | }; 19 | uniform fixed4 fragColor; 20 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 21 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 22 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 23 | uniform fixed4 iDate;// (year, month, day, time in seconds) 24 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 25 | sampler2D _MainTex; 26 | 27 | struct v2f 28 | { 29 | float2 uv : TEXCOORD0; 30 | float4 vertex : SV_POSITION; 31 | float4 screenCoord : TEXCOORD1; 32 | }; 33 | 34 | v2f vert(appdata v) 35 | { 36 | v2f o; 37 | o.vertex = UnityObjectToClipPos(v.vertex); 38 | o.uv = v.uv; 39 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 40 | return o; 41 | } 42 | // Created by inigo quilez - iq/2013 43 | // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. 44 | 45 | #define NUM 9.0 46 | 47 | fixed noise( in fixed2 x ) 48 | { 49 | fixed2 p = floor(x); 50 | fixed2 f = frac(x); 51 | fixed2 uv = p.xy + f.xy*f.xy*(3.0-2.0*f.xy); 52 | return tex2Dlod( _MainTex,float4( (uv+118.4)/256.0, 0.0 ,0)).x; 53 | } 54 | 55 | fixed map( in fixed2 x, fixed t ) 56 | { 57 | return noise( 2.5*x - 1.5*t*fixed2(1.0,0.0) ); 58 | } 59 | 60 | 61 | fixed shapes( in fixed2 uv, in fixed r, in fixed e ) 62 | { 63 | fixed p = pow( 32.0, r - 0.5 ); 64 | fixed l = pow( pow(abs(uv.x),p) + pow(abs(uv.y),p), 1.0/p ); 65 | fixed d = l - pow(r,0.6) - e*0.2 + 0.05; 66 | fixed fw = fwidth( d )*0.5; 67 | fw *= 1.0 + 10.0*e; 68 | return (r)*smoothstep( fw, -fw, d ) * (1.0-0.2*e)*(0.4 + 0.6*smoothstep( -fw, fw, abs(l-r*0.8+0.05)-0.1 )); 69 | } 70 | 71 | 72 | fixed4 frag(v2f i) : SV_Target{ 73 | 74 | { 75 | fixed2 qq = i.uv.xy/1; 76 | fixed2 uv = i.uv; 77 | 78 | fixed time = 11.0 + (_Time.y + 0.8*sin(_Time.y)) / 1.8; 79 | 80 | uv += 0.01*noise( 2.0*uv + 0.2*time ); 81 | 82 | fixed3 col = 0.0*fixed3(1.0,1.0,1.0) * 0.15 * abs(qq.y-0.5); 83 | 84 | fixed2 pq, st; fixed f; fixed3 coo; 85 | 86 | // grey 87 | pq = floor( uv*NUM ) / NUM; 88 | st = frac( uv*NUM )*2.0 - 1.0; 89 | coo = (fixed3(0.5,0.7,0.7) + 0.3*sin(10.0*pq.x)*sin(13.0*pq.y))*0.6; 90 | col += 1.0*coo*shapes( st, map(pq, time), 0.0 ); 91 | col += 0.6*coo*shapes( st, map(pq, time), 1.0 ); 92 | 93 | // orange 94 | pq = floor( uv*NUM+0.5 ) / NUM; 95 | st = frac( uv*NUM+0.5 )*2.0 - 1.0; 96 | coo = (fixed3(1.0,0.5,0.3) + 0.3*sin(10.0*pq.y)*cos(11.0*pq.x))*1.0; 97 | col += 1.0*coo*shapes( st, 1.0-map(pq, time), 0.0 ); 98 | col += 0.4*coo*shapes( st, 1.0-map(pq, time), 1.0 ); 99 | 100 | col *= pow( 16.0*qq.x*qq.y*(1.0-qq.x)*(1.0-qq.y), 0.05 ); 101 | 102 | return fixed4( col, 1.0 ); 103 | } 104 | }ENDCG 105 | } 106 | } 107 | } 108 | 109 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Circle pattern.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 274aacd747fff0540b6b986b0974d0e4 3 | timeCreated: 1501121214 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Clip.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fa86b36b68f35c74dac4c3a326176f1b 3 | timeCreated: 1501039417 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Clip.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderMan/Clip"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | _SecondTex("_SecondTex",2D) = "white"{} 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #pragma fragmentoption ARB_precision_hint_fastest 15 | #include "UnityCG.cginc" 16 | struct appdata{ 17 | float4 vertex : POSITION; 18 | float2 uv : TEXCOORD0; 19 | }; 20 | uniform sampler2D _MainTex; 21 | uniform fixed4 fragColor; 22 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 23 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 24 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 25 | uniform fixed4 iDate;// (year, month, day, time in seconds) 26 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 27 | sampler2D _SecondTex; 28 | 29 | struct v2f 30 | { 31 | float2 uv : TEXCOORD0; 32 | float4 vertex : SV_POSITION; 33 | float4 screenCoord : TEXCOORD1; 34 | }; 35 | 36 | v2f vert(appdata v) 37 | { 38 | v2f o; 39 | o.vertex = UnityObjectToClipPos(v.vertex); 40 | o.uv = v.uv; 41 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 42 | return o; 43 | } 44 | fixed noise(fixed2 p) 45 | { 46 | fixed sample = tex2D(_SecondTex,fixed2(1.,2.*cos(_Time.y))*_Time.y*8. + p*1.).x; 47 | sample = mul( sample ,sample); 48 | return sample; 49 | } 50 | 51 | fixed onOff(fixed a, fixed b, fixed c) 52 | { 53 | return step(c, sin(_Time.y + a*cos(_Time.y*b))); 54 | } 55 | 56 | fixed ramp(fixed y, fixed start, fixed end) 57 | { 58 | fixed inside = step(start,y) - step(end,y); 59 | fixed fact = (y-start)/(end-start)*inside; 60 | return (1.-fact) * inside; 61 | 62 | } 63 | 64 | fixed stripes(fixed2 uv) 65 | { 66 | 67 | fixed noi = noise(uv*fixed2(0.5,1.) + fixed2(1.,3.)); 68 | return ramp(fmod(uv.y*4. + _Time.y/2.+sin(_Time.y + sin(_Time.y*0.63)),1.),0.5,0.6)*noi; 69 | } 70 | 71 | fixed3 getVideo(fixed2 uv) 72 | { 73 | fixed2 look = uv; 74 | fixed window = 1./(1.+20.*(look.y-fmod(_Time.y/4.,1.))*(look.y-fmod(_Time.y/4.,1.))); 75 | look.x = look.x + sin(look.y*10. + _Time.y)/50.*onOff(4.,4.,.3)*(1.+cos(_Time.y*80.))*window; 76 | fixed vShift = 0.4*onOff(2.,3.,.9)*(sin(_Time.y)*sin(_Time.y*20.) + 77 | (0.5 + 0.1*sin(_Time.y*200.)*cos(_Time.y))); 78 | look.y = fmod(look.y + vShift, 1.); 79 | fixed3 video = fixed3(tex2D(_MainTex,look).xyz); 80 | return video; 81 | } 82 | 83 | fixed2 screenDistort(fixed2 uv) 84 | { 85 | uv -= fixed2(.5,.5); 86 | uv = uv*1.2*(1./1.2+2.*uv.x*uv.x*uv.y*uv.y); 87 | uv += fixed2(.5,.5); 88 | return uv; 89 | } 90 | 91 | fixed4 frag(v2f i) : SV_Target{ 92 | 93 | { 94 | fixed2 uv = i.uv; 95 | uv = screenDistort(uv); 96 | fixed3 video = getVideo(uv); 97 | fixed vigAmt = 3.+.3*sin(_Time.y + 5.*cos(_Time.y*5.)); 98 | fixed vignette = (1.-vigAmt*(uv.y-.5)*(uv.y-.5))*(1.-vigAmt*(uv.x-.5)*(uv.x-.5)); 99 | 100 | video += stripes(uv); 101 | video += noise(uv*2.)/2.; 102 | video = mul( video ,vignette); 103 | video = mul( video ,(12.+fmod(uv.y*30.+_Time.y,1.))/13.); 104 | 105 | return fixed4(video,1.0); 106 | } 107 | }ENDCG 108 | } 109 | } 110 | } 111 | 112 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Clip.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fc818a8bcf43cbd47920289ddb230ece 3 | timeCreated: 1501039417 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Clouds.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Clouds 10 | m_Shader: {fileID: 4800000, guid: 8b83b373421d0e44ba5210c72293a96b, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: [] 20 | m_Floats: [] 21 | m_Colors: [] 22 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Clouds.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ed4a8600b4220942815891ac5aa66ad 3 | timeCreated: 1501123082 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Clouds.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader"ShaderMan/Clouds"{ 4 | Properties{ 5 | 6 | } 7 | SubShader{ 8 | Pass{ 9 | CGPROGRAM 10 | #pragma vertex vert 11 | #pragma fragment frag 12 | #pragma fragmentoption ARB_precision_hint_fastest 13 | #include "UnityCG.cginc" 14 | struct appdata{ 15 | float4 vertex : POSITION; 16 | float2 uv : TEXCOORD0; 17 | }; 18 | uniform fixed4 fragColor; 19 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 20 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 21 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 22 | uniform fixed4 iDate;// (year, month, day, time in seconds) 23 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 24 | 25 | struct v2f 26 | { 27 | float2 uv : TEXCOORD0; 28 | float4 vertex : SV_POSITION; 29 | float4 screenCoord : TEXCOORD1; 30 | }; 31 | 32 | v2f vert(appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 38 | return o; 39 | } 40 | // ---------------------------------------------------------------------------------------- 41 | // "Toon Cloud" by Antoine Clappier - March 2015 42 | // 43 | // Licensed under: 44 | // A Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. 45 | // http://creatifixedommons.org/licenses/by-nc-sa/4.0/ 46 | // ---------------------------------------------------------------------------------------- 47 | 48 | #define TAU 6.28318530718 49 | 50 | 51 | const fixed3 BackColor = fixed3(0.0, 0.4, 0.58); 52 | const fixed3 CloudColor = fixed3(0.18,0.70,0.87); 53 | 54 | 55 | fixed Func(fixed pX) 56 | { 57 | return 0.6*(0.5*sin(0.1*pX) + 0.5*sin(0.553*pX) + 0.7*sin(1.2*pX)); 58 | } 59 | 60 | 61 | fixed FuncR(fixed pX) 62 | { 63 | return 0.5 + 0.25*(1.0 + sin(fmod(40.0*pX, TAU))); 64 | } 65 | 66 | 67 | fixed Layer(fixed2 pQ, fixed pT) 68 | { 69 | fixed2 Qt = 3.5*pQ; 70 | pT *= 0.5; 71 | Qt.x += pT; 72 | 73 | fixed Xi = floor(Qt.x); 74 | fixed Xf = Qt.x - Xi -0.5; 75 | 76 | fixed2 C; 77 | fixed Yi; 78 | fixed D = 1.0 - step(Qt.y, Func(Qt.x)); 79 | 80 | // Disk: 81 | Yi = Func(Xi + 0.5); 82 | C = fixed2(Xf, Qt.y - Yi ); 83 | D = min(D, length(C) - FuncR(Xi+ pT/80.0)); 84 | 85 | // Previous disk: 86 | Yi = Func(Xi+1.0 + 0.5); 87 | C = fixed2(Xf-1.0, Qt.y - Yi ); 88 | D = min(D, length(C) - FuncR(Xi+1.0+ pT/80.0)); 89 | 90 | // Next Disk: 91 | Yi = Func(Xi-1.0 + 0.5); 92 | C = fixed2(Xf+1.0, Qt.y - Yi ); 93 | D = min(D, length(C) - FuncR(Xi-1.0+ pT/80.0)); 94 | 95 | return min(1.0, D); 96 | } 97 | 98 | 99 | 100 | fixed4 frag(v2f i) : SV_Target{ 101 | 102 | { 103 | // Setup: 104 | fixed2 UV = 2.0*(i.uv.xy - 1/2.0) / min(1, 1); 105 | 106 | // Render: 107 | fixed3 Color= BackColor; 108 | 109 | [unroll(100)] 110 | for(fixed J=0.0; J<=1.0; J+=0.2) 111 | { 112 | // Cloud Layer: 113 | fixed Lt = _Time.y*(0.5 + 2.0*J)*(1.0 + 0.1*sin(226.0*J)) + 17.0*J; 114 | fixed2 Lp = fixed2(0.0, 0.3+1.5*( J - 0.5)); 115 | fixed L = Layer(UV + Lp, Lt); 116 | 117 | // Blur and color: 118 | fixed Blur = 4.0*(0.5*abs(2.0 - 5.0*J))/(11.0 - 5.0*J); 119 | 120 | fixed V = lerp( 0.0, 1.0, 1.0 - smoothstep( 0.0, 0.01 +0.2*Blur, L ) ); 121 | fixed3 Lc= lerp( CloudColor, fixed3(1.0,1.0,1.0), J); 122 | 123 | Color =lerp(Color, Lc, V); 124 | } 125 | 126 | return fixed4(Color, 1.0) + fixed4(0,0.5,0.5,0); 127 | } 128 | 129 | 130 | 131 | }ENDCG 132 | } 133 | } 134 | } 135 | 136 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Clouds.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b83b373421d0e44ba5210c72293a96b 3 | timeCreated: 1501123082 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Colorful.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9758da21c54ae2b44bec2d38d9ac9edf 3 | timeCreated: 1500751595 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Colorful.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderMan/HLSL"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #pragma fragmentoption ARB_precision_hint_fastest 15 | #include "UnityCG.cginc" 16 | struct appdata{ 17 | float4 vertex : POSITION; 18 | float2 uv : TEXCOORD0; 19 | }; 20 | uniform sampler2D _MainTex; 21 | uniform fixed4 fragColor; 22 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 23 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 24 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 25 | uniform fixed4 iDate;// (year, month, day, time in seconds) 26 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | float4 vertex : SV_POSITION; 32 | float4 screenCoord : TEXCOORD1; 33 | }; 34 | 35 | v2f vert(appdata v) 36 | { 37 | v2f o; 38 | o.vertex = UnityObjectToClipPos(v.vertex); 39 | o.uv = v.uv; 40 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 41 | return o; 42 | } 43 | // Created by Per Bloksgaard/2014 44 | 45 | #define PI 3.14159265358979 46 | 47 | // Convert HSL colorspace to RGB. http://en.wikipedia.org/wiki/HSL_and_HSV 48 | fixed3 HSLtoRGB(in fixed h, in fixed s, in fixed l) 49 | { 50 | fixed3 rgb = clamp( abs(fmod(h+fixed3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 ); 51 | return l + s * (rgb-0.5)*(1.0-abs(2.0*l-1.0)); 52 | } 53 | 54 | fixed4 frag(v2f i) : SV_Target{ 55 | 56 | { 57 | fixed2 r = i.uv.xy/1; 58 | fixed2 p = -1.0+2.0*r; 59 | p.x *= 1/1; 60 | fixed fSin = sin(_Time.y*0.4); 61 | fixed fCos = cos(_Time.y*0.4); 62 | mul(p , fixed2x2(fCos,-fSin,fSin,fCos)); 63 | fixed h = atan2(p.y,p.x)+PI; 64 | fixed x = distance(p,fixed2(0.0,0.0)); 65 | fixed a = -(0.6+0.2*sin(_Time.y*3.1+sin((_Time.y*0.8+h*2.0)*3.0))*sin(_Time.y+h)); 66 | fixed b = -(0.8+0.3*sin(_Time.y*1.7+sin((_Time.y+h*4.0)))); 67 | fixed c = 1.25+sin((_Time.y+sin((_Time.y+h)*3.0))*1.3)*0.15; 68 | fixed l = a*x*x + b*x + c; 69 | return fixed4(HSLtoRGB(h*3.0/PI,1.0,l),1.0); 70 | } 71 | 72 | 73 | }ENDCG 74 | } 75 | } 76 | } 77 | 78 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Colorful.shader.meta: 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-------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderMan/DirtyoldCRT"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | _SecondTex("SecondTex", 2D) = "white"{} 8 | 9 | } 10 | SubShader{ 11 | Pass{ 12 | CGPROGRAM 13 | #pragma vertex vert 14 | #pragma fragment frag 15 | #pragma fragmentoption ARB_precision_hint_fastest 16 | #include "UnityCG.cginc" 17 | struct appdata{ 18 | float4 vertex : POSITION; 19 | float2 uv : TEXCOORD0; 20 | }; 21 | uniform sampler2D _MainTex; 22 | uniform fixed4 fragColor; 23 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 24 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 25 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 26 | uniform fixed4 iDate;// (year, month, day, time in seconds) 27 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 28 | sampler2D _SecondTex; 29 | 30 | struct v2f 31 | { 32 | float2 uv : TEXCOORD0; 33 | float4 vertex : SV_POSITION; 34 | float4 screenCoord : TEXCOORD1; 35 | }; 36 | 37 | v2f vert(appdata v) 38 | { 39 | v2f o; 40 | o.vertex = UnityObjectToClipPos(v.vertex); 41 | o.uv = v.uv; 42 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 43 | return o; 44 | } 45 | fixed scanline(fixed2 uv) { 46 | return sin(1 * uv.y * 0.7 - _Time.y * 10.0); 47 | } 48 | 49 | fixed slowscan(fixed2 uv) { 50 | return sin(1 * uv.y * 0.02 + _Time.y * 6.0); 51 | } 52 | 53 | fixed2 colorShift(fixed2 uv) { 54 | return fixed2( 55 | uv.x, 56 | uv.y + sin(_Time.y)*0.02 57 | ); 58 | } 59 | 60 | fixed noise(fixed2 uv) { 61 | return clamp(tex2D(_SecondTex, uv.xy + _Time.y*6.0).r +tex2D(_SecondTex,uv),0,1); 62 | 63 | } 64 | 65 | // from https://www.shadertoy.com/view/4sf3Dr 66 | // Thanks, Jasper 67 | fixed2 crt(fixed2 coord, fixed bend) 68 | { 69 | // put in symmetrical coords 70 | coord = (coord - 0.5) * 2.0; 71 | 72 | coord = mul( coord ,0.5); 73 | 74 | // deform coords 75 | coord.x = mul( coord.x ,1.0 + pow((abs(coord.y) / bend), 2.0)); 76 | coord.y = mul( coord.y ,1.0 + pow((abs(coord.x) / bend), 2.0)); 77 | 78 | // transform back to 0.0 - 1.0 space 79 | coord = (coord / 1.0) + 0.5; 80 | 81 | return coord; 82 | } 83 | 84 | fixed2 colorshift(fixed2 uv, fixed amount, fixed rand) { 85 | 86 | return fixed2( 87 | uv.x, 88 | uv.y + amount * rand // * sin(uv.y * 1 * 0.12 + _Time.y) 89 | ); 90 | } 91 | 92 | fixed2 scandistort(fixed2 uv) { 93 | fixed scan1 = clamp(cos(uv.y * 2.0 + _Time.y), 0.0, 1.0); 94 | fixed scan2 = clamp(cos(uv.y * 2.0 + _Time.y + 4.0) * 10.0, 0.0, 1.0) ; 95 | fixed amount = scan1 * scan2 * uv.x; 96 | 97 | uv.x -= 0.05 * lerp(tex2D(_SecondTex, fixed2(uv)),0.5,0.5); 98 | 99 | return uv; 100 | 101 | } 102 | 103 | fixed vignette(fixed2 uv) { 104 | uv = (uv - 0.5) * 0.98; 105 | return clamp(pow(cos(uv.x * 3.1415), 1.2) * pow(cos(uv.y * 3.1415), 1.2) * 50.0, 0.0, 1.0); 106 | } 107 | 108 | fixed4 frag(v2f i) : SV_Target{ 109 | 110 | { 111 | fixed2 uv = i.uv.xy / 1; 112 | fixed2 sd_uv = scandistort(i.uv); 113 | fixed2 crt_uv = crt(sd_uv, 2.0); 114 | 115 | fixed4 color = (0,0,0,0); 116 | 117 | //fixed rand_r = sin(_Time.y * 3.0 + sin(_Time.y)) * sin(_Time.y * 0.2); 118 | //fixed rand_g = clamp(sin(_Time.y * 1.52 * i.uv.y + sin(_Time.y)) * sin(_Time.y* 1.2), 0.0, 1.0); 119 | fixed4 rand = tex2D(_SecondTex, fixed2(_Time.y * 0.01,_Time.y * 0.01)); 120 | 121 | color.r = tex2D(_MainTex, crt(colorshift(sd_uv, 0.025, rand.r), 2.0)).r; 122 | color.g = tex2D(_MainTex, crt(colorshift(sd_uv, 0.01, rand.g), 2.0)).g; 123 | color.b = tex2D(_MainTex, crt(colorshift(sd_uv, 0.024, rand.b), 2.0)).b; 124 | 125 | fixed4 scanline_color = fixed4(scanline(crt_uv),scanline(crt_uv),scanline(crt_uv),scanline(crt_uv)); 126 | fixed4 slowscan_color = fixed4(slowscan(crt_uv),scanline(crt_uv),scanline(crt_uv),scanline(crt_uv)); 127 | 128 | return lerp(color, lerp(scanline_color, slowscan_color, 0.5), 0.05) * vignette(i.uv) * noise(i.uv); 129 | 130 | 131 | 132 | //return fixed4(vignette(i.uv)); 133 | //fixed2 scan_dist = scandistort(i.uv); 134 | //return fixed4(scan_dist.x, scan_dist.y,0.0, 1.0); 135 | } 136 | }ENDCG 137 | } 138 | } 139 | } 140 | 141 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/DirtyoldCRT.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 473a7416ae7563b4f9f487c38f84f835 3 | timeCreated: 1500958830 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Eye.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Eye 10 | m_Shader: {fileID: 4800000, guid: 329c39d3f58beec488cffbf1f88a78b3, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 76e532008f3f2ef4a93da4def839667c, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Eye.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a41c6ba980e17e74f85ae0782c6bc7ab 3 | timeCreated: 1500692890 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Eye.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderToyConverter/Eye"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #include "UnityCG.cginc" 15 | struct appdata{ 16 | float4 vertex : POSITION; 17 | float2 uv : TEXCOORD0; 18 | }; 19 | sampler2D _MainTex; 20 | fixed4 fragColor; 21 | 22 | struct v2f 23 | { 24 | float2 uv : TEXCOORD0; 25 | float4 vertex : SV_POSITION; 26 | float4 screenCoord : TEXCOORD1; 27 | }; 28 | 29 | v2f vert(appdata v) 30 | { 31 | v2f o; 32 | o.vertex = UnityObjectToClipPos(v.vertex); 33 | o.uv = v.uv; 34 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 35 | return o; 36 | } 37 | // srtuss, 2014 38 | 39 | // ******************************************************************************************* 40 | // Please do NOT use this shader in your own productions/videos/games without my permission! 41 | // If you'd still like to do so, please drop me a mail (stral@aon.at) 42 | // ******************************************************************************************* 43 | 44 | 45 | 46 | fixed tri(fixed x, fixed s) 47 | { 48 | return (abs(frac(x / s) - 0.5) - 0.25) * s; 49 | } 50 | 51 | fixed hash(fixed x) 52 | { 53 | return frac(sin(x * 171.2972) * 18267.978 + 31.287); 54 | } 55 | 56 | fixed3 pix(fixed2 p, fixed t, fixed s) 57 | { 58 | s += floor(t * 0.25); 59 | fixed scl = (hash(s + 30.0) * 4.0); 60 | scl += sin(t * 2.0) * 0.25 + sin(t) * 0.5; 61 | t *= 3.0; 62 | fixed2 pol = fixed2(atan2( p.x,p.y), length(p)); 63 | fixed v; 64 | fixed id = floor(pol.y * 2.0 * scl); 65 | pol.x += t * (hash(id + s) * 2.0 - 1.0) * 0.4; 66 | fixed si = hash(id + s * 2.0); 67 | fixed rp = floor(hash(id + s * 4.0) * 5.0 + 4.0); 68 | v = (abs(tri(pol.x, 3.14/2 / rp)) - si * 0.1) * pol.y; 69 | v = max(v, abs(tri(pol.y, 1.0 / scl)) - (1.0 - si) * 0.11); 70 | v = smoothstep(0.01, 0.0, v); 71 | return fixed3(v,v,v); 72 | } 73 | 74 | fixed3 pix2(fixed2 p, fixed t, fixed s) 75 | { 76 | return clamp(pix(p, t, s) - pix(p, t, s + 8.0) + pix(p * 0.1, t, s + 80.0) * 0.2, fixed3(0.0,0.0,0.0), fixed3(1.0,1.0,1.0)); 77 | } 78 | 79 | fixed2 hash2(in fixed2 p) 80 | { 81 | return frac(1965.5786 * fixed2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077))); 82 | } 83 | 84 | 85 | 86 | fixed3 blur(fixed2 p) 87 | { 88 | fixed3 ite = fixed3(0.0,0.0,0.0); 89 | [unroll(100)] 90 | for(int i = 0; i < 20; i ++) 91 | { 92 | fixed tc = 0.15; 93 | ite += pix2(p, _Time.y * 3.0 + (hash2(p + fixed(i)) - 0.5).x * tc, 5.0); 94 | } 95 | ite /= 20.0; 96 | ite += exp(frac(_Time.y * 0.25 * 6.0) * -40.0) * 2.0; 97 | return ite; 98 | } 99 | 100 | fixed4 frag(v2f i) : SV_Target{ 101 | 102 | { 103 | fixed2 uv = i.uv.xy / 1; 104 | uv = 2.0 * uv - 1.0; 105 | uv.x *= 1 / 1; 106 | uv += (fixed2(hash(_Time.y), hash(_Time.y + 9.999)) - 0.5) * 0.03; 107 | fixed3 c = fixed3(blur(uv + fixed2(0.005, 0.0)).x, blur(uv + fixed2(0.0, 0.005)).y, blur(uv).z); 108 | c = pow(c, fixed3(0.4, 0.6, 1.0) * 2.0) * 1.5; 109 | c *= exp(length(uv) * -1.0) * 2.5; 110 | c = pow(c, fixed3(1.0 / 2.2,1.0 / 2.2,1.0 / 2.2)); 111 | return fixed4(c, 1.0); 112 | } 113 | }ENDCG 114 | } 115 | } 116 | } 117 | 118 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Eye.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 329c39d3f58beec488cffbf1f88a78b3 3 | timeCreated: 1500692889 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Flame.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Flame 10 | m_Shader: {fileID: 4800000, guid: 094786a61df7d844cb1a697bacb872f1, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 2bc3e4eed2400514ba312cae9b87f4f4, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Flame.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 88defe34a19f8db4391e70c5cb9cab37 3 | timeCreated: 1500946095 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Flame.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderMan/Flame"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #pragma fragmentoption ARB_precision_hint_fastest 15 | #include "UnityCG.cginc" 16 | struct appdata{ 17 | float4 vertex : POSITION; 18 | float2 uv : TEXCOORD0; 19 | }; 20 | uniform sampler2D _MainTex; 21 | uniform fixed4 fragColor; 22 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 23 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 24 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 25 | uniform fixed4 iDate;// (year, month, day, time in seconds) 26 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | float4 vertex : SV_POSITION; 32 | float4 screenCoord : TEXCOORD1; 33 | }; 34 | 35 | v2f vert(appdata v) 36 | { 37 | v2f o; 38 | o.vertex = UnityObjectToClipPos(v.vertex); 39 | o.uv = v.uv; 40 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 41 | return o; 42 | } 43 | fixed noise(fixed3 p) //Thx to Las^Mercury 44 | { 45 | fixed3 i = floor(p); 46 | fixed4 a = dot(i, fixed3(1., 57., 21.)) + fixed4(0., 57., 21., 78.); 47 | fixed3 f = cos((p-i)*acos(-1.))*(-.5)+.5; 48 | a = lerp(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x); 49 | a.xy = lerp(a.xz, a.yw, f.y); 50 | return lerp(a.x, a.y, f.z); 51 | } 52 | 53 | fixed sphere(fixed3 p, fixed4 spr) 54 | { 55 | return length(spr.xyz-p) - spr.w; 56 | } 57 | 58 | fixed flame(fixed3 p) 59 | { 60 | fixed d = sphere(p*fixed3(1.,.5,1.), fixed4(.0,-1.,.0,1.)); 61 | return d + (noise(p+fixed3(.0,_Time.y*2.,.0)) + noise(p*3.)*.5)*.25*(p.y) ; 62 | } 63 | 64 | fixed scene(fixed3 p) 65 | { 66 | return min(100.-length(p) , abs(flame(p)) ); 67 | } 68 | 69 | fixed4 raymarch(fixed3 org, fixed3 dir) 70 | { 71 | fixed d = 0.0, glow = 0.0, eps = 0.02; 72 | fixed3 p = org; 73 | bool glowed = false; 74 | 75 | [unroll(100)] 76 | for(int i=0; i<64; i++) 77 | { 78 | d = scene(p) + eps; 79 | p += d * dir; 80 | if( d>eps ) 81 | { 82 | if(flame(p) < .0) 83 | glowed=true; 84 | if(glowed) 85 | glow = fixed(i)/64.; 86 | } 87 | } 88 | return fixed4(p,glow); 89 | } 90 | 91 | fixed4 frag(v2f i) : SV_Target{ 92 | 93 | { 94 | fixed2 v = -1.0 + 2.0 * i.uv.xy / 1; 95 | v.x = mul( v.x ,1/1); 96 | 97 | fixed3 org = fixed3(0., -2., 4.); 98 | fixed3 dir = normalize(fixed3(v.x*1.6, -v.y, -1.5)); 99 | 100 | fixed4 p = raymarch(org, dir); 101 | fixed glow = p.w; 102 | 103 | fixed4 col = lerp(fixed4(1.,.5,.1,1.), fixed4(0.1,.5,1.,1.), p.y*.02+.4); 104 | 105 | return lerp(fixed4(0.,0.,0.,0.), col, pow(glow*2.,4.)); 106 | //return lerp(fixed4(1.,1.,1.,1.), lerp(fixed4(1.,.5,.1,1.),fixed4(0.1,.5,1.,1.),p.y*.02+.4), pow(glow*2.,4.)); 107 | 108 | } 109 | 110 | 111 | }ENDCG 112 | } 113 | } 114 | } 115 | 116 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Flame.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 094786a61df7d844cb1a697bacb872f1 3 | timeCreated: 1500946095 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Flappy Bird.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Flappy Bird 10 | m_Shader: {fileID: 4800000, guid: 03a78859095e88e468d239a05bae4e12, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: [] 20 | m_Floats: [] 21 | m_Colors: [] 22 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Flappy Bird.mat.meta: 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tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Hexagon 10 | m_Shader: {fileID: 4800000, guid: 1bff380413eaa8c4eac118ab997d209b, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 21ecfbc5f68579247b9f46bc91aae522, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Hexagon.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 43e2f4dc48b526b488502f1175821ab4 3 | timeCreated: 1500872252 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Hexagon.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderMan/MyShader"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #pragma fragmentoption ARB_precision_hint_fastest 15 | #include "UnityCG.cginc" 16 | struct appdata{ 17 | float4 vertex : POSITION; 18 | float2 uv : TEXCOORD0; 19 | }; 20 | uniform sampler2D _MainTex; 21 | uniform fixed4 fragColor; 22 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 23 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 24 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 25 | uniform fixed4 iDate;// (year, month, day, time in seconds) 26 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | float4 vertex : SV_POSITION; 32 | float4 screenCoord : TEXCOORD1; 33 | }; 34 | 35 | v2f vert(appdata v) 36 | { 37 | v2f o; 38 | o.vertex = UnityObjectToClipPos(v.vertex); 39 | o.uv = v.uv; 40 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 41 | return o; 42 | } 43 | // Created by inigo quilez - iq/2014 44 | // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. 45 | 46 | // { 2d cell id, distance to border, distnace to center ) 47 | fixed4 hexagon( fixed2 p ) 48 | { 49 | fixed2 q = fixed2( p.x*2.0*0.5773503, p.y + p.x*0.5773503 ); 50 | 51 | fixed2 pi = floor(q); 52 | fixed2 pf = frac(q); 53 | 54 | fixed v = fmod(pi.x + pi.y, 3.0); 55 | 56 | fixed ca = step(1.0,v); 57 | fixed cb = step(2.0,v); 58 | fixed2 ma = step(pf.xy,pf.yx); 59 | 60 | // distance to borders 61 | fixed e = dot( ma, 1.0-pf.yx + ca*(pf.x+pf.y-1.0) + cb*(pf.yx-2.0*pf.xy) ); 62 | 63 | // distance to center 64 | p = fixed2( q.x + floor(0.5+p.y/1.5), 4.0*p.y/3.0 )*0.5 + 0.5; 65 | fixed f = length( (frac(p) - 0.5)*fixed2(1.0,0.85) ); 66 | 67 | return fixed4( pi + ca - cb*ma, e, f ); 68 | } 69 | 70 | fixed hash1( fixed2 p ) { fixed n = dot(p,fixed2(127.1,311.7) ); return frac(sin(n)*43758.5453); } 71 | 72 | fixed noise( in fixed3 x ) 73 | { 74 | fixed3 p = floor(x); 75 | fixed3 f = frac(x); 76 | f = f*f*(3.0-2.0*f); 77 | fixed2 uv = (p.xy+fixed2(37.0,17.0)*p.z) + f.xy; 78 | fixed2 rg = tex2Dlod( _MainTex,float4( (uv+0.5)/256.0, 0.0 ,0)).yx; 79 | return lerp( rg.x, rg.y, f.z ); 80 | } 81 | 82 | 83 | fixed4 frag(v2f i) : SV_Target{ 84 | 85 | { 86 | fixed2 uv = i.uv.xy/1; 87 | fixed2 pos = (-1 + 2.0*i.uv.xy)/1; 88 | 89 | // distort 90 | pos *= 1.0 + 0.3*length(pos); 91 | 92 | // gray 93 | fixed4 h = hexagon(8.0*pos + 0.5*_Time.y); 94 | fixed n = noise( fixed3(0.3*h.xy+_Time.y*0.1,_Time.y) ); 95 | fixed3 col = 0.15 + 0.15*hash1(h.xy+1.2)*fixed3(1.0,1.0,1.0); 96 | col *= smoothstep( 0.10, 0.11, h.z ); 97 | col *= smoothstep( 0.10, 0.11, h.w ); 98 | col *= 1.0 + 0.15*sin(40.0*h.z); 99 | col *= 0.75 + 0.5*h.z*n; 100 | 101 | 102 | // red 103 | h = hexagon(6.0*pos + 0.6*_Time.y); 104 | n = noise( fixed3(0.3*h.xy+_Time.y*0.1,_Time.y) ); 105 | fixed3 colb = 0.9 + 0.8*sin( hash1(h.xy)*1.5 + 2.0 + fixed3(0.0,1.0,1.0) ); 106 | colb *= smoothstep( 0.10, 0.11, h.z ); 107 | colb *= 1.0 + 0.15*sin(40.0*h.z); 108 | colb *= 0.75 + 0.5*h.z*n; 109 | 110 | h = hexagon(6.0*(pos+0.1*fixed2(-1.3,1.0)) + 0.6*_Time.y); 111 | col *= 1.0-0.8*smoothstep(0.45,0.451,noise( fixed3(0.3*h.xy+_Time.y*0.1,_Time.y) )); 112 | 113 | col = lerp( col, colb, smoothstep(0.45,0.451,n) ); 114 | 115 | 116 | col *= pow( 16.0*i.uv.x*(1.0-i.uv.x)*i.uv.y*(1.0-i.uv.y), 0.1 ); 117 | 118 | return fixed4( col, 1.0 ); 119 | } 120 | }ENDCG 121 | } 122 | } 123 | } 124 | 125 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Hexagon.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1bff380413eaa8c4eac118ab997d209b 3 | timeCreated: 1500872252 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Industry.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Industry 10 | m_Shader: {fileID: 4800000, guid: 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guid: 68c396585f2f1b74d9cbd302b3c1eb89, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Interstellar.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c26895f9f0f456a49afe84fde1bd4231 3 | timeCreated: 1500878650 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Interstellar.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderMan/Interstellar"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #pragma fragmentoption ARB_precision_hint_fastest 15 | #include "UnityCG.cginc" 16 | struct appdata{ 17 | float4 vertex : POSITION; 18 | float2 uv : TEXCOORD0; 19 | }; 20 | uniform sampler2D _MainTex; 21 | uniform fixed4 fragColor; 22 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 23 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 24 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 25 | uniform fixed4 iDate;// (year, month, day, time in seconds) 26 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | float4 vertex : SV_POSITION; 32 | float4 screenCoord : TEXCOORD1; 33 | }; 34 | 35 | v2f vert(appdata v) 36 | { 37 | v2f o; 38 | o.vertex = UnityObjectToClipPos(v.vertex); 39 | o.uv = v.uv; 40 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 41 | return o; 42 | } 43 | const fixed tau = 6.28318530717958647692; 44 | 45 | // Gamma correction 46 | #define GAMMA (2.2) 47 | 48 | fixed3 ToLinear( in fixed3 col ) 49 | { 50 | // simulate a monitor, converting colour values into light values 51 | return pow( col, fixed3(GAMMA,GAMMA,GAMMA) ); 52 | } 53 | 54 | fixed3 ToGamma( in fixed3 col ) 55 | { 56 | // convert back into colour values, so the correct light will come out of the monitor 57 | return pow( col, fixed3(1.0/GAMMA,1.0/GAMMA,1.0/GAMMA) ); 58 | } 59 | 60 | fixed4 Noise( in fixed2 x ) 61 | { 62 | return tex2D( _MainTex, (x+0.5) ); 63 | } 64 | 65 | fixed4 Rand( in int x ) 66 | { 67 | fixed2 uv; 68 | uv.x = (fixed(x)+0.5)/256.0; 69 | uv.y = (floor(uv.x)+0.5)/256.0; 70 | return tex2D( _MainTex, uv); 71 | } 72 | 73 | 74 | fixed4 frag(v2f i) : SV_Target{ 75 | 76 | { 77 | fixed3 ray; 78 | ray.xy = 2.0*(i.uv.xy-1*.5)/1; 79 | ray.z = 1.0; 80 | 81 | fixed offset = _Time.y*.5; 82 | fixed speed2 = (cos(offset)+1.0)*2.0; 83 | fixed speed = speed2+.1; 84 | offset += sin(offset)*.96; 85 | offset = mul( offset ,2.0); 86 | 87 | 88 | fixed3 col = fixed3(0,0,0); 89 | 90 | fixed3 stp = ray/max(abs(ray.x),abs(ray.y)); 91 | 92 | fixed3 pos = 2.0*stp+.5; 93 | for ( int i=0; i < 20; i++ ) 94 | { 95 | fixed z = Noise(pos.xy).x; 96 | z = frac(z-offset); 97 | fixed d = 50.0*z-pos.z; 98 | fixed w = pow(max(0.0,1.0-8.0*length(frac(pos.xy)-.5)),2.0); 99 | fixed3 c = max(fixed3(0,0,0),fixed3(1.0-abs(d+speed2*.5)/speed,1.0-abs(d)/speed,1.0-abs(d-speed2*.5)/speed)); 100 | col += 1.5*(1.0-z)*c*w; 101 | pos += stp; 102 | } 103 | 104 | return fixed4(ToGamma(col),1.0); 105 | } 106 | }ENDCG 107 | } 108 | } 109 | } 110 | 111 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Interstellar.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2e09c28d7675c9844b6a58d57f21c50c 3 | timeCreated: 1500878649 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Isolines.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Isolines 10 | m_Shader: {fileID: 4800000, guid: c3dcd64daa10e9447aaf8eeda9648c3d, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 819a0bf894446fc4998d48f9d71d764b, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | - _SecondTex: 25 | m_Texture: {fileID: 2800000, guid: 2bc3e4eed2400514ba312cae9b87f4f4, type: 3} 26 | m_Scale: {x: 1, y: 1} 27 | m_Offset: {x: 0, y: 0} 28 | m_Floats: [] 29 | m_Colors: [] 30 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Isolines.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6f1ca30641673a6428af172859df1d89 3 | timeCreated: 1501121581 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Isolines.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader"ShaderMan/Isolines"{ 4 | Properties{ 5 | _MainTex("_MainTex", 2D) = "white"{} 6 | _SecondTex("SecondTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #pragma fragmentoption ARB_precision_hint_fastest 15 | #include "UnityCG.cginc" 16 | struct appdata{ 17 | float4 vertex : POSITION; 18 | float2 uv : TEXCOORD0; 19 | }; 20 | uniform fixed4 fragColor; 21 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 22 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 23 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 24 | uniform fixed4 iDate;// (year, month, day, time in seconds) 25 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 26 | sampler2D _MainTex; 27 | sampler2D _SecondTex; 28 | 29 | struct v2f 30 | { 31 | float2 uv : TEXCOORD0; 32 | float4 vertex : SV_POSITION; 33 | float4 screenCoord : TEXCOORD1; 34 | }; 35 | 36 | v2f vert(appdata v) 37 | { 38 | v2f o; 39 | o.vertex = UnityObjectToClipPos(v.vertex); 40 | o.uv = v.uv; 41 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 42 | return o; 43 | } 44 | // Created by inigo quilez - iq/2013 45 | // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. 46 | 47 | fixed2 doit( in fixed2 p, in fixed off, fixed amp ) 48 | { 49 | fixed f = 0.0; 50 | fixed a = 0.0; 51 | [unroll(100)] 52 | for( int i=0; i<10; i++ ) 53 | { 54 | fixed h = fixed(i)/10.0; 55 | fixed g = tex2D( _SecondTex, fixed2(0.01+h*0.5, 0.25)).x; 56 | fixed k = 1.0 + 0.4*g*g; 57 | 58 | fixed2 q; 59 | q.x = sin(_Time.y*0.015+0.67*g*(1.0+amp) + off + fixed(i)*121.45) * 0.5 + 0.5; 60 | q.y = cos(_Time.y*0.016+0.63*g*(1.0+amp) + off + fixed(i)*134.76) * 0.5 + 0.5; 61 | fixed2 d = p - q; 62 | fixed at = 1.0/(0.01+dot(d,d)); 63 | f += k*0.1*at; 64 | a += 0.5 + 0.5*sin(2.0*atan2(d.x,d.y));//*at; 65 | } 66 | 67 | return fixed2(f,a); 68 | } 69 | 70 | fixed4 frag(v2f i) : SV_Target{ 71 | 72 | { 73 | fixed2 p = i.uv.xy / 1; 74 | 75 | fixed isTripy = smoothstep( 86.5, 87.5, iChannelTime[1] ) - 76 | smoothstep( 100.5, 108.0, iChannelTime[1] ); 77 | 78 | fixed2 ref = doit( p, 0.0, isTripy ); 79 | fixed b = ref.x; 80 | 81 | 82 | fixed3 col = tex2D( _MainTex,fixed2(pow(0.25*ref.x,0.25), 0.5)).xyz 83 | * tex2D( _MainTex,fixed2(0.1*pow(ref.y,1.2), 0.6)).xyz; 84 | col = sqrt(col)*2.0; 85 | 86 | fixed3 col2 = col; 87 | col2 = 4.0*col2*(1.0-col2); 88 | col2 = 4.0*col2*(1.0-col2); 89 | col2 = 4.0*col2*(1.0-col2); 90 | 91 | col = lerp( col, col2, isTripy ); 92 | 93 | fixed useLights = 0.5 + 1.5*smoothstep( 45.0, 45.2, iChannelTime[1] ); 94 | col += useLights*0.5*pow( b*0.1, 4.0 ) * pow( tex2D( _SecondTex, fixed2(0.1,0.25) ).x, 2.0 ); 95 | 96 | return fixed4( col, 1.0 );; 97 | } 98 | 99 | }ENDCG 100 | } 101 | } 102 | } 103 | 104 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Isolines.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c3dcd64daa10e9447aaf8eeda9648c3d 3 | timeCreated: 1501121581 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Lanterns.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Lanterns 10 | m_Shader: {fileID: 4800000, guid: 17bde4e7267002d4787292868624a9eb, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 4471d917431d69f4194a4de7f93ae02c, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | - _SecondTex: 25 | m_Texture: {fileID: 2800000, guid: 5b10596b9fdfe4b41942da5f57d12f74, type: 3} 26 | m_Scale: {x: 1, y: 1} 27 | m_Offset: {x: 0, y: 0} 28 | m_Floats: [] 29 | m_Colors: 30 | - _iMouse: {r: 9.8, g: 20.02, b: 7.85, a: -6.33} 31 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Lanterns.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 05bd9db0968f3a541b237e5881c840ca 3 | timeCreated: 1500953830 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Lanterns.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 17bde4e7267002d4787292868624a9eb 3 | timeCreated: 1500953830 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Leaf.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Leaf 10 | m_Shader: {fileID: 4800000, guid: 4866ea72bf9de764da6d66a0170e4075, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: [] 20 | m_Floats: [] 21 | m_Colors: [] 22 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Leaf.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8bdb98b28a355b6469660525175eaefa 3 | timeCreated: 1507459417 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Leaf.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader"ShaderMan/Leaf"{ 4 | Properties{ 5 | 6 | } 7 | SubShader{ 8 | Pass{ 9 | CGPROGRAM 10 | #pragma vertex vert 11 | #pragma fragment frag 12 | #pragma fragmentoption ARB_precision_hint_fastest 13 | #include "UnityCG.cginc" 14 | struct appdata{ 15 | float4 vertex : POSITION; 16 | float2 uv : TEXCOORD0; 17 | }; 18 | uniform fixed4 fragColor; 19 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 20 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 21 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 22 | uniform fixed4 iDate;// (year, month, day, time in seconds) 23 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 24 | 25 | struct v2f 26 | { 27 | float2 uv : TEXCOORD0; 28 | float4 vertex : SV_POSITION; 29 | float4 screenCoord : TEXCOORD1; 30 | }; 31 | 32 | v2f vert(appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 38 | return o; 39 | } 40 | // Created by inigo quilez - iq/2013 41 | // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. 42 | 43 | // Tutorial here: 44 | // 45 | // * https://www.youtube.com/watch?v=-z8zLVFCJv4 46 | // 47 | // * http://iquilezles.org/live/index.htm 48 | 49 | 50 | fixed4 frag(v2f i) : SV_Target{ 51 | 52 | { 53 | fixed2 q = 0.6 * (2.0*i.uv-1)/min(1,1); 54 | 55 | fixed a = atan2( q.y , q.x); 56 | fixed r = length( q ); 57 | fixed s = 0.50001 + 0.5*sin( 3.0*a + _Time.y ); 58 | fixed g = sin( 1.57+3.0*a+_Time.y ); 59 | fixed d = 0.15 + 0.3*sqrt(s) + 0.15*g*g; 60 | fixed h = clamp( r/d, 0.0, 1.0 ); 61 | fixed f = 1.0-smoothstep( 0.95, 1.0, h ); 62 | 63 | h *= 1.0-0.5*(1.0-h)*smoothstep( 0.95+0.05*h, 1.0, sin(3.0*a+_Time.y) ); 64 | 65 | fixed3 bcol = fixed3(0.9+0.1*q.y, 1.0, 0.9-0.1*q.y); 66 | bcol *= 1.0 - 0.5*r; 67 | fixed3 col = lerp( bcol, 1.2*fixed3(0.65*h, 0.25+0.5*h, 0.0), f ); 68 | 69 | return fixed4( col, 1.0 ); 70 | } 71 | }ENDCG 72 | } 73 | } 74 | } 75 | 76 | 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m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: [] 20 | m_Floats: [] 21 | m_Colors: [] 22 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Mechanical.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e67caf8460f55d40a364c3f5ab42617 3 | timeCreated: 1501121412 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Mechanical.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader"ShaderMan/Mechanical"{ 4 | Properties{ 5 | 6 | } 7 | SubShader{ 8 | Pass{ 9 | CGPROGRAM 10 | #pragma vertex vert 11 | #pragma fragment frag 12 | #pragma fragmentoption ARB_precision_hint_fastest 13 | #include "UnityCG.cginc" 14 | struct appdata{ 15 | float4 vertex : POSITION; 16 | float2 uv : TEXCOORD0; 17 | }; 18 | uniform fixed4 fragColor; 19 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 20 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 21 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 22 | uniform fixed4 iDate;// (year, month, day, time in seconds) 23 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 24 | 25 | struct v2f 26 | { 27 | float2 uv : TEXCOORD0; 28 | float4 vertex : SV_POSITION; 29 | float4 screenCoord : TEXCOORD1; 30 | }; 31 | 32 | v2f vert(appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 38 | return o; 39 | } 40 | // Created by inigo quilez - iq/2014 41 | // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. 42 | 43 | fixed fstep( fixed x ) 44 | { 45 | fixed df = fwidth(x); 46 | return smoothstep( -df, df, x); 47 | } 48 | 49 | fixed hash( fixed2 p ) 50 | { 51 | return frac(sin(dot(p,fixed2(127.1,311.7)))*43758.5453123); 52 | } 53 | 54 | fixed4 frag(v2f i) : SV_Target{ 55 | 56 | { 57 | fixed2 p = (-1 + 2.0*i.uv.xy)/1; 58 | fixed2 q = i.uv.xy/1; 59 | 60 | fixed di = hash( i.uv.xy ); 61 | 62 | const int numSamples = 8; 63 | 64 | fixed img = 0.0; 65 | fixed acc = 0.0; 66 | [unroll(100)] 67 | for( int i=0; i 0. ; r--) { 52 | fixed2 x = _ScreenParams.xy * r * .015, 53 | p = 6.28 * u * x + (n - .5) * 2., 54 | s = sin(p); 55 | 56 | fixed4 d = tex2D(_SecondTex, round(u * x - 0.25) / x); 57 | 58 | fixed t = (s.x+s.y) * max(0., 1. - frac(_Intensity *_Time.y * (d.b + .1) + d.g) * 2.);; 59 | 60 | if (d.r < (5.-r)*.08 && t > .5) { 61 | fixed3 v = normalize(-fixed3(cos(p), lerp(.2, 2., t-.5))); 62 | 63 | return tex2D(_MainTex, u - v.xy * .3); 64 | } 65 | } 66 | return f; 67 | } 68 | 69 | 70 | }ENDCG 71 | } 72 | } 73 | } 74 | 75 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/RainDrop.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c5a2178063339749b21b628b4937854 3 | timeCreated: 1500619691 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/RocketScience.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 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2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/RocketScience.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea05d13233bfa6642a481fa1c1c87d6f 3 | timeCreated: 1501043120 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/ShaderMan_Warpingprocedural2.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: ShaderMan_Warpingprocedural2 10 | m_Shader: {fileID: 4800000, guid: 1a70500660c5f3f4cb6632974717365e, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 0} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/ShaderMan_Warpingprocedural2.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6940ec1c730128248ad19efc0697d375 3 | timeCreated: 1501036947 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Simple Eye Blower.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Simple Eye Blower 10 | m_Shader: {fileID: 4800000, guid: afa1c8a611102074cb4adf22cf3cb909, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: [] 20 | m_Floats: [] 21 | m_Colors: [] 22 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Simple Eye Blower.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 36a2ea4d5c201bd40bcb9e924a949103 3 | timeCreated: 1501121883 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Simple Eye Blower.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader"ShaderMan/Simple Eye Blower"{ 4 | Properties{ 5 | 6 | } 7 | SubShader{ 8 | Pass{ 9 | CGPROGRAM 10 | #pragma vertex vert 11 | #pragma fragment frag 12 | #pragma fragmentoption ARB_precision_hint_fastest 13 | #include "UnityCG.cginc" 14 | struct appdata{ 15 | float4 vertex : POSITION; 16 | float2 uv : TEXCOORD0; 17 | }; 18 | uniform fixed4 fragColor; 19 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 20 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 21 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 22 | uniform fixed4 iDate;// (year, month, day, time in seconds) 23 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 24 | 25 | struct v2f 26 | { 27 | float2 uv : TEXCOORD0; 28 | float4 vertex : SV_POSITION; 29 | float4 screenCoord : TEXCOORD1; 30 | }; 31 | 32 | v2f vert(appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 38 | return o; 39 | } 40 | fixed4 frag(v2f i) : SV_Target{ 41 | 42 | { 43 | // Fragment coords relative to the center of viewport, in a 1 by 1 coords sytem. 44 | fixed2 uv = i.uv; 45 | 46 | // But I want circles, not ovales, so I adjust y with x resolution. 47 | fixed2 homoCoords = fixed2( uv.x, 2.0* uv.y/1 ); 48 | 49 | // Sin of distance from a moving origin to current fragment will give us..... 50 | fixed2 movingOrigin1 = fixed2(sin(_Time.y*.7),+sin(_Time.y*1.7)); 51 | 52 | // ...numerous... 53 | fixed frequencyBoost = 50.0; 54 | 55 | // ... awesome concentric circles. 56 | fixed wavePoint1 = sin(distance(movingOrigin1, homoCoords)*frequencyBoost); 57 | 58 | // I want sharp circles, not blurry ones. 59 | fixed blackOrWhite1 = sign(wavePoint1); 60 | 61 | // That was cool ! Let's do it again ! (No, I dont want to write a function today, I'm tired). 62 | fixed2 movingOrigin2 = fixed2(-cos(_Time.y*2.0),-sin(_Time.y*3.0)); 63 | fixed wavePoint2 = sin(distance(movingOrigin2, homoCoords)*frequencyBoost); 64 | fixed blackOrWhite2 = sign(wavePoint2); 65 | 66 | // I love pink. 67 | fixed3 pink = fixed3(1.0, .5, .9 ); 68 | fixed3 darkPink = fixed3(0.5, 0.1, 0.3); 69 | 70 | // XOR virtual machine. 71 | fixed composite = blackOrWhite1 * blackOrWhite2; 72 | 73 | // Pinkization 74 | return fixed4(max( pink * composite, darkPink), 1.0); 75 | } 76 | }ENDCG 77 | } 78 | } 79 | } 80 | 81 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Simple Eye Blower.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: afa1c8a611102074cb4adf22cf3cb909 3 | timeCreated: 1501121883 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/SimpleProceduralSun.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: SimpleProceduralSun 10 | m_Shader: {fileID: 4800000, guid: c5d1d1873cb262c4f836f3bde3a40468, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 828ca75106f297e4d9750f0ceaef2b8b, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: 26 | - _iMouse: {r: 44.89, g: 1, b: 0, a: 0} 27 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/SimpleProceduralSun.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b5cc40e7004f41428a3af0af2603df3 3 | timeCreated: 1500959755 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/SimpleProceduralSun.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c5d1d1873cb262c4f836f3bde3a40468 3 | timeCreated: 1500959754 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Smooth HSV.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Smooth HSV 10 | m_Shader: {fileID: 4800000, guid: d55b20006b37c6543b55fe2adae65706, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: [] 20 | m_Floats: [] 21 | m_Colors: [] 22 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Smooth HSV.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 32690f439616af643b334df459f678b8 3 | timeCreated: 1501121386 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Smooth HSV.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader"ShaderMan/Smooth HSV"{ 4 | Properties{ 5 | 6 | } 7 | SubShader{ 8 | Pass{ 9 | CGPROGRAM 10 | #pragma vertex vert 11 | #pragma fragment frag 12 | #pragma fragmentoption ARB_precision_hint_fastest 13 | #include "UnityCG.cginc" 14 | struct appdata{ 15 | float4 vertex : POSITION; 16 | float2 uv : TEXCOORD0; 17 | }; 18 | uniform fixed4 fragColor; 19 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 20 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 21 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 22 | uniform fixed4 iDate;// (year, month, day, time in seconds) 23 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 24 | 25 | struct v2f 26 | { 27 | float2 uv : TEXCOORD0; 28 | float4 vertex : SV_POSITION; 29 | float4 screenCoord : TEXCOORD1; 30 | }; 31 | 32 | v2f vert(appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 38 | return o; 39 | } 40 | // The MIT License 41 | // Copyright © 2014 Inigo Quilez 42 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, fmodify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 43 | 44 | 45 | 46 | // Converting from HSV to RGB leads to C1 discontinuities, for the RGB components 47 | // are driven by picewise linear segments. Using a cubic smoother (smoothstep) makes 48 | // the color transitions in RGB C1 continuous when linearly interpolating the hue H. 49 | 50 | // C2 continuity can be achieved as well by replacing smoothstep with a quintic 51 | // polynomial. Of course all these cubic, quintic and trigonometric variations break 52 | // the standard (http://en.wikipedia.org/wiki/HSL_and_HSV), but they look better. 53 | 54 | 55 | // Official HSV to RGB conversion 56 | fixed3 hsv2rgb( in fixed3 c ) 57 | { 58 | fixed3 rgb = clamp( abs(fmod(c.x*6.0+fixed3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 ); 59 | 60 | return c.z * lerp( fixed3(1.0,1.0,1.0), rgb, c.y); 61 | } 62 | 63 | // Smooth HSV to RGB conversion 64 | fixed3 hsv2rgb_smooth( in fixed3 c ) 65 | { 66 | fixed3 rgb = clamp( abs(fmod(c.x*6.0+fixed3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 ); 67 | 68 | rgb = rgb*rgb*(3.0-2.0*rgb); // cubic smoothing 69 | 70 | return c.z * lerp( fixed3(1.0,1.0,1.0), rgb, c.y); 71 | } 72 | 73 | // compare 74 | fixed4 frag(v2f i) : SV_Target{ 75 | 76 | { 77 | fixed2 uv = i.uv; 78 | 79 | fixed3 hsl = fixed3( uv.x, 1.0, uv.y ); 80 | 81 | fixed3 rgb_o = hsv2rgb( hsl ); 82 | fixed3 rgb_s = hsv2rgb_smooth( hsl ); 83 | 84 | fixed3 rgb = lerp( rgb_o, rgb_s, smoothstep( -0.2, 0.2, sin(2.0*_Time.y)) ); 85 | 86 | return fixed4( rgb, 1.0 ); 87 | } 88 | }ENDCG 89 | } 90 | } 91 | } 92 | 93 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Smooth HSV.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d55b20006b37c6543b55fe2adae65706 3 | timeCreated: 1501121386 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Synaptic.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Synaptic 10 | m_Shader: {fileID: 4800000, guid: 3bb258baf4caec047bca93c47d6a9d24, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 4471d917431d69f4194a4de7f93ae02c, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | - _SecondTex: 25 | m_Texture: {fileID: 2800000, guid: 828ca75106f297e4d9750f0ceaef2b8b, type: 3} 26 | m_Scale: {x: 1, y: 1} 27 | m_Offset: {x: 0, y: 0} 28 | m_Floats: 29 | - iFrame: 100 30 | m_Colors: [] 31 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Synaptic.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a9bcf54ccd2db2148bafb74c2c7ec2e8 3 | timeCreated: 1500956947 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Synaptic.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderMan/Synaptic"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | _SecondTex("SecondTex", 2D) = "white"{} 8 | iFrame("iFrame", Range(0,100)) = 1 9 | } 10 | SubShader{ 11 | Pass{ 12 | CGPROGRAM 13 | #pragma vertex vert 14 | #pragma fragment frag 15 | #pragma fragmentoption ARB_precision_hint_fastest 16 | #include "UnityCG.cginc" 17 | struct appdata{ 18 | float4 vertex : POSITION; 19 | float2 uv : TEXCOORD0; 20 | }; 21 | uniform sampler2D _MainTex; 22 | uniform fixed4 fragColor; 23 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 24 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 25 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 26 | uniform fixed4 iDate;// (year, month, day, time in seconds) 27 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 28 | sampler2D _SecondTex; 29 | fixed iFrame; 30 | 31 | struct v2f 32 | { 33 | float2 uv : TEXCOORD0; 34 | float4 vertex : SV_POSITION; 35 | float4 screenCoord : TEXCOORD1; 36 | }; 37 | 38 | v2f vert(appdata v) 39 | { 40 | v2f o; 41 | o.vertex = UnityObjectToClipPos(v.vertex); 42 | o.uv = v.uv; 43 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 44 | return o; 45 | } 46 | //Velocity handling 47 | 48 | const fixed initalSpeed = 10.; 49 | #define time _Time.y 50 | 51 | fixed3 hash3(fixed3 p) 52 | { 53 | p = frac(p * fixed3(443.8975,397.2973, 491.1871)); 54 | p += dot(p.zxy, p.yxz+19.1); 55 | return frac(fixed3(p.x * p.y, p.z*p.x, p.y*p.z))-0.5; 56 | } 57 | 58 | fixed3 update(in fixed3 vel, fixed3 pos, in fixed id) 59 | { 60 | vel.xyz = vel.xyz*.999 + (hash3(vel.xyz + time)*2.)*7.; 61 | 62 | fixed d = pow(length(pos)*1.2, 0.75); 63 | vel.xyz = lerp(vel.xyz, -pos*d, sin(-time*.55)*0.5+0.5); 64 | 65 | return vel; 66 | } 67 | 68 | fixed4 frag(v2f i) : SV_Target{ 69 | 70 | { 71 | fixed2 q = i.uv.xy / 1; 72 | 73 | fixed4 col= fixed4(0,0,0,0); 74 | fixed2 w = 1./1; 75 | 76 | fixed3 pos = tex2D(_MainTex, fixed2(q.x,q.y)).xyz; 77 | fixed3 velo = tex2D(_MainTex, fixed2(q.x,q.y)).xyz; 78 | velo = update(velo, pos, q.x); 79 | 80 | if (i.uv.y < 30.) 81 | { 82 | col.rgb = velo; 83 | } 84 | else 85 | { 86 | pos.rgb += velo*0.002; 87 | col.rgb = pos.rgb; 88 | } 89 | 90 | //Init 91 | if (iFrame < 10) 92 | { 93 | if (i.uv.y < 30.) 94 | col = ((tex2D(_SecondTex, q*1.9))-.5)*10.; 95 | else 96 | { 97 | col = ((tex2D(_SecondTex,i.uv)))*.5; 98 | } 99 | } 100 | 101 | return col; 102 | } 103 | }ENDCG 104 | } 105 | } 106 | } 107 | 108 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Synaptic.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3bb258baf4caec047bca93c47d6a9d24 3 | timeCreated: 1500956947 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/TotalNoob.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: TotalNoob 10 | m_Shader: {fileID: 4800000, guid: bd9e688743b1fc24185e61e78cf1f705, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 2800000, guid: 819a0bf894446fc4998d48f9d71d764b, type: 3} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/TotalNoob.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd32b5aadc76b5740bff226b42b58962 3 | timeCreated: 1500700531 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/TotalNoob.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderToyConverter/TotalNoob"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #include "UnityCG.cginc" 15 | struct appdata{ 16 | float4 vertex : POSITION; 17 | float2 uv : TEXCOORD0; 18 | }; 19 | sampler2D _MainTex; 20 | fixed4 fragColor; 21 | 22 | struct v2f 23 | { 24 | float2 uv : TEXCOORD0; 25 | float4 vertex : SV_POSITION; 26 | float4 screenCoord : TEXCOORD1; 27 | }; 28 | 29 | v2f vert(appdata v) 30 | { 31 | v2f o; 32 | o.vertex = UnityObjectToClipPos(v.vertex); 33 | o.uv = v.uv; 34 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 35 | return o; 36 | } 37 | fixed4 frag(v2f i) : SV_Target{ 38 | 39 | { 40 | fixed2 p = (2.0*i.uv.xy-1)/1; 41 | fixed tau = 3.1415926535*2.0; 42 | fixed a = atan2(p.y,p.x); 43 | fixed r = length(p)*0.75; 44 | fixed2 uv = fixed2(a/tau,r); 45 | 46 | //get the color 47 | fixed xCol = (uv.x - (_Time.y / 3.0)) * 3.0; 48 | xCol = fmod(xCol, 3.0); 49 | fixed3 horColour = fixed3(0.25, 0.25, 0.25); 50 | 51 | if (xCol < 1.0) { 52 | 53 | horColour.r += 1.0 - xCol; 54 | horColour.g += xCol; 55 | } 56 | else if (xCol < 2.0) { 57 | 58 | xCol -= 1.0; 59 | horColour.g += 1.0 - xCol; 60 | horColour.b += xCol; 61 | } 62 | else { 63 | 64 | xCol -= 2.0; 65 | horColour.b += 1.0 - xCol; 66 | horColour.r += xCol; 67 | } 68 | 69 | // draw color beam 70 | uv = (2.0 * uv) - 1.0; 71 | fixed beamWidth = (0.7+0.5*cos(uv.x*10.0*tau*0.15*clamp(floor(5.0 + 10.0*cos(_Time.y)), 0.0, 10.0))) * abs(1.0 / (30.0 * uv.y)); 72 | fixed3 horBeam = fixed3(beamWidth,beamWidth,beamWidth); 73 | return fixed4((( horBeam) * horColour), 1.0); 74 | } 75 | }ENDCG 76 | } 77 | } 78 | } 79 | 80 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/TotalNoob.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd9e688743b1fc24185e61e78cf1f705 3 | timeCreated: 1500700531 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Voronoi - basic.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Voronoi - basic 10 | m_Shader: {fileID: 4800000, guid: 29259864125ac0f4e8401b0114378b00, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: [] 20 | m_Floats: [] 21 | m_Colors: [] 22 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Voronoi - basic.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1560d4813ef14684e99e7fe8dbe28499 3 | timeCreated: 1501121635 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/Voronoi - basic.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader"ShaderMan/Voronoi - basic"{ 4 | Properties{ 5 | 6 | } 7 | SubShader{ 8 | Pass{ 9 | CGPROGRAM 10 | #pragma vertex vert 11 | #pragma fragment frag 12 | #pragma fragmentoption ARB_precision_hint_fastest 13 | #include "UnityCG.cginc" 14 | struct appdata{ 15 | float4 vertex : POSITION; 16 | float2 uv : TEXCOORD0; 17 | }; 18 | uniform fixed4 fragColor; 19 | uniform fixed iChannelTime[4];// channel playback time (in seconds) 20 | uniform fixed3 iChannelResolution[4];// channel resolution (in pixels) 21 | uniform fixed4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click 22 | uniform fixed4 iDate;// (year, month, day, time in seconds) 23 | uniform fixed iSampleRate;// sound sample rate (i.e., 44100) 24 | 25 | struct v2f 26 | { 27 | float2 uv : TEXCOORD0; 28 | float4 vertex : SV_POSITION; 29 | float4 screenCoord : TEXCOORD1; 30 | }; 31 | 32 | v2f vert(appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 38 | return o; 39 | } 40 | // The MIT License 41 | // Copyright © 2013 Inigo Quilez 42 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, fmodify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 43 | 44 | 45 | fixed2 hash( fixed2 p ) { p=fixed2(dot(p,fixed2(127.1,311.7)),dot(p,fixed2(269.5,183.3))); return frac(sin(p)*18.5453); } 46 | 47 | // return distance, and cell id 48 | fixed2 voronoi( in fixed2 x ) 49 | { 50 | fixed2 n = floor( x ); 51 | fixed2 f = frac( x ); 52 | 53 | fixed3 m = fixed3( 8.0 , 8.0 , 8.0 ); 54 | [unroll(100)] 55 | for( int j=-1; j<=1; j++ ) 56 | [unroll(100)] 57 | for( int i=-1; i<=1; i++ ) 58 | { 59 | fixed2 g = fixed2( fixed(i), fixed(j) ); 60 | fixed2 o = hash( n + g ); 61 | //fixed2 r = g - f + o; 62 | fixed2 r = g - f + (0.5+0.5*sin(_Time.y+6.2831*o)); 63 | fixed d = dot( r, r ); 64 | if( d 0.); 51 | } 52 | 53 | 54 | // --- math utils 55 | 56 | fixed dist2(fixed2 P0, fixed2 P1) { fixed2 D=P1-P0; return dot(D,D); } 57 | 58 | fixed hash (fixed i) { return 2.*frac(sin(i*7467.25)*1e5) - 1.; } 59 | fixed2 hash2(fixed i) { return fixed2(hash(i),hash(i-.1)); } 60 | fixed4 hash4(fixed i) { return fixed4(hash(i),hash(i-.1),hash(i-.3),hash(i+.1)); } 61 | 62 | 63 | 64 | // === main =================== 65 | 66 | // motion of stars 67 | fixed2 P(fixed i) { 68 | fixed4 c = hash4(i); 69 | return fixed2( cos(t*c.x-c.z)+.5*cos(2.765*t*c.y+c.w), 70 | ( sin(t*c.y-c.w)+.5*sin(1.893*t*c.x+c.z) )/1.5 ); 71 | } 72 | 73 | // --- 74 | 75 | fixed4 frag(v2f i) : SV_Target{ 76 | 77 | { 78 | t = _Time.y; 79 | fixed2 uv = i.uv; 80 | fixed m = (_iMouse.z<=0.) ? .1*t/6.283 : .5*_iMouse.x/1; 81 | fixed my = (_iMouse.z<=0.) ? .5*pow(.5*(1.-cos(.1*t)),3.) : _iMouse.y/1; 82 | int MODE = int(fmod( (_iMouse.z<=0.) ? 100.*m : 6.*m ,3.)); 83 | fixed fMODE = (1.-cos(6.283*m))/2.; 84 | 85 | const int R = 1; 86 | 87 | fixed v=0.; fixed2 V=fixed2(0.,0.); 88 | for (int i=1; i0)?i:-i; // seriously? no int abs? 81 | for ( int j=-h; j <= h; j++ ) 82 | { 83 | int aj = (j>0)?j:-j; 84 | if ( (h-aj)*2 > ai ) 85 | { 86 | col += weave(pos+tapSpacing*fixed2(i,j)); 87 | count++; 88 | } 89 | } 90 | } 91 | 92 | col /= fixed(count); 93 | 94 | 95 | return fixed4(pow(col,fixed3(1.0/2.2,1.0/2.2,1.0/2.2)),1.0); 96 | } 97 | }ENDCG 98 | } 99 | } 100 | } 101 | 102 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/pixel.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e6b8f538ec88b4a4fa40aafb050164fd 3 | timeCreated: 1500692652 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/starswirl.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: starswirl 10 | m_Shader: {fileID: 4800000, guid: f646b0347337c26418b3b9c94d1c9811, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _MainTex: 21 | m_Texture: {fileID: 0} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: [] 25 | m_Colors: [] 26 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/starswirl.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 58707cb504b2e9d4390fe906f44cdbe7 3 | timeCreated: 1500693333 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/starswirl.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader"ShaderToyConverter/starswirl"{ 5 | Properties{ 6 | _MainTex("MainTex", 2D) = "white"{} 7 | 8 | } 9 | SubShader{ 10 | Pass{ 11 | CGPROGRAM 12 | #pragma vertex vert 13 | #pragma fragment frag 14 | #include "UnityCG.cginc" 15 | struct appdata{ 16 | float4 vertex : POSITION; 17 | float2 uv : TEXCOORD0; 18 | }; 19 | sampler2D _MainTex; 20 | fixed4 fragColor; 21 | 22 | struct v2f 23 | { 24 | float2 uv : TEXCOORD0; 25 | float4 vertex : SV_POSITION; 26 | float4 screenCoord : TEXCOORD1; 27 | }; 28 | 29 | v2f vert(appdata v) 30 | { 31 | v2f o; 32 | o.vertex = UnityObjectToClipPos(v.vertex); 33 | o.uv = v.uv; 34 | o.screenCoord.xy = ComputeScreenPos(o.vertex); 35 | return o; 36 | } 37 | // srtuss, 2014 38 | 39 | 40 | 41 | fixed tri(fixed x) 42 | { 43 | return abs(frac(x) * 2.0 - 1.0); 44 | } 45 | 46 | fixed dt(fixed2 uv, fixed t) 47 | { 48 | fixed2 p = fmod(uv * 10.0, 2.0) - 1.0; 49 | fixed v = 1.0 / (dot(p, p) + 0.01); 50 | p = fmod(uv * 11.0, 2.0) - 1.0; 51 | v += 0.5 / (dot(p, p) + 0.01); 52 | return v * (sin(uv.y * 2.0 + t * 8.0) + 1.5); 53 | } 54 | 55 | fixed fun(fixed2 uv, fixed a, fixed t) 56 | { 57 | fixed beat = t * 178.0 / 4.0 / 60.0; 58 | fixed e = floor(beat) * 0.1 + 1.0; 59 | beat = frac(beat) * 16.0; 60 | fixed b1 = 1.0 - fmod(beat, 10.0) / 10.0; 61 | fixed b2 = fmod(beat, 8.0) / 8.0; 62 | b1 = exp(b1 * -1.0) * 0.1; 63 | b2 = exp(b2 * -4.0); 64 | e = floor(frac(sin(e * 272.0972) * 10802.5892) * 4.0) + 1.0; 65 | fixed l = length(uv); 66 | fixed xx = l - 0.5 + sin(fmod(l * 0.5 - beat / 16.0, 1.0) * 3.14159265359 * 2.0); 67 | a += exp(xx * xx * -10.0) * 0.05; 68 | fixed2 pp = fixed2(a * e + l * sin(t * 0.4) * 2.0, l); 69 | pp.y = exp(l * -2.0) * 10.0 + tri(pp.x) + t * 2.0 - b1 * 4.0; 70 | fixed v = pp.y; 71 | v = sin(v) + sin(v * 0.5) + sin(v * 3.0) * 0.2; 72 | v = frac(v) + b2 * 0.2; 73 | v += exp(l * -4.5); 74 | v += dt(pp * fixed2(0.5, 1.0), t) * 0.01; 75 | return v; 76 | } 77 | 78 | fixed4 frag(v2f i) : SV_Target{ 79 | 80 | { 81 | fixed t = _Time.y; 82 | fixed2 uv = i.uv.xy / 1 * 2.0 - 1.0; 83 | uv.x *= 0.7 * 1 / 1; 84 | fixed an = atan2( uv.x,uv.y) / 3.14159265359; 85 | fixed a = 0.02; 86 | fixed v = 87 | fun(uv, an, t + a * -3.) + 88 | fun(uv, an, t + a * -2.) * 6. + 89 | fun(uv, an, t + a * -1.) * 15. + 90 | fun(uv, an, t + a * 0.) * 20. + 91 | fun(uv, an, t + a * 1.) * 15. + 92 | fun(uv, an, t + a * 2.) * 6. + 93 | fun(uv, an, t + a * 3.); 94 | v /= 64.0; 95 | fixed3 col; 96 | col = clamp(col, fixed3(0.0,0.0,0.0), fixed3(1.0,1.0,1.0)); 97 | col = pow(fixed3(v, v, v), fixed3(0.5, 2.0, 1.5) * 8.0) * 3.0; 98 | col = pow(col, fixed3(1.0 / 2.2,1.0 / 2.2,1.0 / 2.2)); 99 | return fixed4(col, 1.0); 100 | } 101 | }ENDCG 102 | } 103 | } 104 | } 105 | 106 | -------------------------------------------------------------------------------- /Assets/Shaders/Examples/starswirl.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f646b0347337c26418b3b9c94d1c9811 3 | timeCreated: 1500693333 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Textures.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47ffd8e23d4a2de4a81d88b2d2944a83 3 | folderAsset: yes 4 | timeCreated: 1500488703 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Textures/HeightMaps.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c2991c014aa4787448b9e4c770c61832 3 | folderAsset: yes 4 | timeCreated: 1500660338 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Textures/HeightMaps/1966-bump.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/smkplus/ShaderMan/471276dd0eaf82a6c85c362c9b1eb462a25c979e/Assets/Textures/HeightMaps/1966-bump.jpg -------------------------------------------------------------------------------- /Assets/Textures/HeightMaps/1966-bump.jpg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fb90a2cb37b5b0a4b99f85b5b1ebdeb3 3 | TextureImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 11 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 0 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapsPreserveCoverage: 0 15 | alphaTestReferenceValue: 0.5 16 | mipMapFadeDistanceStart: 1 17 | mipMapFadeDistanceEnd: 3 18 | bumpmap: 19 | convertToNormalMap: 0 20 | externalNormalMap: 0 21 | heightScale: 0.25 22 | normalMapFilter: 0 23 | isReadable: 0 24 | streamingMipmaps: 0 25 | streamingMipmapsPriority: 0 26 | vTOnly: 0 27 | grayScaleToAlpha: 0 28 | generateCubemap: 6 29 | cubemapConvolution: 0 30 | seamlessCubemap: 0 31 | textureFormat: 1 32 | maxTextureSize: 2048 33 | textureSettings: 34 | serializedVersion: 2 35 | filterMode: -1 36 | aniso: -1 37 | mipBias: -100 38 | wrapU: 1 39 | wrapV: 1 40 | wrapW: 1 41 | nPOTScale: 0 42 | lightmap: 0 43 | compressionQuality: 50 44 | spriteMode: 1 45 | spriteExtrude: 1 46 | spriteMeshType: 1 47 | alignment: 0 48 | spritePivot: {x: 0.5, y: 0.5} 49 | spritePixelsToUnits: 100 50 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 51 | spriteGenerateFallbackPhysicsShape: 1 52 | alphaUsage: 1 53 | alphaIsTransparency: 1 54 | spriteTessellationDetail: -1 55 | textureType: 8 56 | textureShape: 1 57 | singleChannelComponent: 0 58 | flipbookRows: 1 59 | flipbookColumns: 1 60 | maxTextureSizeSet: 0 61 | compressionQualitySet: 0 62 | textureFormatSet: 0 63 | ignorePngGamma: 0 64 | applyGammaDecoding: 1 65 | platformSettings: 66 | - 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serializedVersion: 3 67 | buildTarget: DefaultTexturePlatform 68 | maxTextureSize: 2048 69 | resizeAlgorithm: 0 70 | textureFormat: -1 71 | textureCompression: 1 72 | compressionQuality: 50 73 | crunchedCompression: 0 74 | allowsAlphaSplitting: 0 75 | overridden: 0 76 | androidETC2FallbackOverride: 0 77 | forceMaximumCompressionQuality_BC6H_BC7: 1 78 | spriteSheet: 79 | serializedVersion: 2 80 | sprites: [] 81 | outline: [] 82 | physicsShape: [] 83 | bones: [] 84 | spriteID: 5e97eb03825dee720800000000000000 85 | internalID: 0 86 | vertices: [] 87 | indices: 88 | edges: [] 89 | weights: [] 90 | secondaryTextures: [] 91 | spritePackingTag: 92 | pSDRemoveMatte: 0 93 | pSDShowRemoveMatteOption: 0 94 | userData: 95 | assetBundleName: 96 | assetBundleVariant: 97 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Seyed Morteza Kamali 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Sat Feb 6 20:40:53 2021 3 | 4 | Packages were changed. 5 | Update Mode: resetToDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.collab-proxy@1.3.9 9 | com.unity.ide.rider@2.0.7 10 | com.unity.ide.visualstudio@2.0.5 11 | com.unity.ide.vscode@1.2.3 12 | com.unity.modules.ai@1.0.0 13 | com.unity.modules.androidjni@1.0.0 14 | com.unity.modules.animation@1.0.0 15 | com.unity.modules.assetbundle@1.0.0 16 | com.unity.modules.audio@1.0.0 17 | com.unity.modules.cloth@1.0.0 18 | com.unity.modules.director@1.0.0 19 | com.unity.modules.imageconversion@1.0.0 20 | com.unity.modules.imgui@1.0.0 21 | com.unity.modules.jsonserialize@1.0.0 22 | com.unity.modules.particlesystem@1.0.0 23 | com.unity.modules.physics@1.0.0 24 | com.unity.modules.physics2d@1.0.0 25 | com.unity.modules.screencapture@1.0.0 26 | com.unity.modules.terrain@1.0.0 27 | com.unity.modules.terrainphysics@1.0.0 28 | com.unity.modules.tilemap@1.0.0 29 | com.unity.modules.ui@1.0.0 30 | com.unity.modules.uielements@1.0.0 31 | com.unity.modules.umbra@1.0.0 32 | com.unity.modules.unityanalytics@1.0.0 33 | com.unity.modules.unitywebrequest@1.0.0 34 | com.unity.modules.unitywebrequestassetbundle@1.0.0 35 | com.unity.modules.unitywebrequestaudio@1.0.0 36 | com.unity.modules.unitywebrequesttexture@1.0.0 37 | com.unity.modules.unitywebrequestwww@1.0.0 38 | com.unity.modules.vehicles@1.0.0 39 | com.unity.modules.video@1.0.0 40 | com.unity.modules.vr@1.0.0 41 | com.unity.modules.wind@1.0.0 42 | com.unity.modules.xr@1.0.0 43 | com.unity.test-framework@1.1.20 44 | com.unity.textmeshpro@3.0.1 45 | com.unity.timeline@1.4.5 46 | com.unity.ugui@1.0.0 47 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.3.9", 4 | "com.unity.ide.rider": "2.0.7", 5 | "com.unity.ide.visualstudio": "2.0.5", 6 | "com.unity.ide.vscode": "1.2.3", 7 | "com.unity.test-framework": "1.1.20", 8 | "com.unity.textmeshpro": "3.0.1", 9 | "com.unity.timeline": "1.4.5", 10 | "com.unity.ugui": "1.0.0", 11 | "com.unity.modules.ai": "1.0.0", 12 | "com.unity.modules.androidjni": "1.0.0", 13 | "com.unity.modules.animation": "1.0.0", 14 | "com.unity.modules.assetbundle": "1.0.0", 15 | "com.unity.modules.audio": "1.0.0", 16 | "com.unity.modules.cloth": "1.0.0", 17 | "com.unity.modules.director": "1.0.0", 18 | "com.unity.modules.imageconversion": "1.0.0", 19 | "com.unity.modules.imgui": "1.0.0", 20 | "com.unity.modules.jsonserialize": "1.0.0", 21 | "com.unity.modules.particlesystem": "1.0.0", 22 | "com.unity.modules.physics": "1.0.0", 23 | "com.unity.modules.physics2d": "1.0.0", 24 | "com.unity.modules.screencapture": "1.0.0", 25 | "com.unity.modules.terrain": "1.0.0", 26 | "com.unity.modules.terrainphysics": "1.0.0", 27 | "com.unity.modules.tilemap": "1.0.0", 28 | "com.unity.modules.ui": "1.0.0", 29 | "com.unity.modules.uielements": "1.0.0", 30 | "com.unity.modules.umbra": "1.0.0", 31 | "com.unity.modules.unityanalytics": "1.0.0", 32 | "com.unity.modules.unitywebrequest": "1.0.0", 33 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 34 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 35 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 36 | "com.unity.modules.unitywebrequestwww": "1.0.0", 37 | "com.unity.modules.vehicles": "1.0.0", 38 | "com.unity.modules.video": "1.0.0", 39 | "com.unity.modules.vr": "1.0.0", 40 | "com.unity.modules.wind": "1.0.0", 41 | "com.unity.modules.xr": "1.0.0" 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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