├── .gitattributes ├── .gitignore ├── Assets ├── Painting Filter.mat ├── Painting Filter.mat.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Spilled.shader ├── Spilled.shader.meta ├── T_Noise_Cloud.png ├── T_Noise_Cloud.png.meta ├── jeremy-banks-797667-unsplash.jpg └── jeremy-banks-797667-unsplash.jpg.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md └── Screenshot.png /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Never ignore Asset meta data 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # TextMesh Pro files 20 | [Aa]ssets/TextMesh*Pro/ 21 | 22 | # Autogenerated Jetbrains Rider plugin 23 | [Aa]ssets/Plugins/Editor/JetBrains* 24 | 25 | # Visual Studio cache directory 26 | .vs/ 27 | 28 | # Gradle cache directory 29 | .gradle/ 30 | 31 | # Autogenerated VS/MD/Consulo solution and project files 32 | ExportedObj/ 33 | .consulo/ 34 | *.csproj 35 | *.unityproj 36 | *.sln 37 | *.suo 38 | *.tmp 39 | *.user 40 | *.userprefs 41 | *.pidb 42 | *.booproj 43 | *.svd 44 | *.pdb 45 | *.mdb 46 | *.opendb 47 | *.VC.db 48 | 49 | # Unity3D generated meta files 50 | *.pidb.meta 51 | *.pdb.meta 52 | *.mdb.meta 53 | 54 | # Unity3D generated file on crash reports 55 | sysinfo.txt 56 | 57 | # Builds 58 | *.apk 59 | *.unitypackage 60 | 61 | # Crashlytics generated file 62 | crashlytics-build.properties 63 | 64 | -------------------------------------------------------------------------------- /Assets/Painting Filter.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 | 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| iChannel2("Channel2", 2D) = "white" {} 10 | iChannelResolutionA("ResolutionA", Vector) = (1920, 1080, 0, 0) 11 | iChannelResolutionB("ResolutionB", Vector) = (1920, 1080, 0, 0) 12 | //iFrame("Frame", int) = 0 13 | } 14 | SubShader 15 | { 16 | Tags { "RenderType"="Opaque" } 17 | LOD 100 18 | Pass 19 | { 20 | CGPROGRAM 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | // make fog work 24 | #pragma multi_compile_fog 25 | 26 | #include "UnityCG.cginc" 27 | 28 | struct appdata 29 | { 30 | float4 vertex : POSITION; 31 | float2 uv : TEXCOORD0; 32 | }; 33 | 34 | struct v2f 35 | { 36 | float2 uv : TEXCOORD0; 37 | UNITY_FOG_COORDS(1) 38 | float4 vertex : SV_POSITION; 39 | }; 40 | 41 | sampler2D _MainTex; 42 | float4 _MainTex_ST; 43 | float4 _iChannel0_ST; 44 | 45 | sampler2D _iChannel0; 46 | sampler2D iChannel1; 47 | sampler2D iChannel2; 48 | //float4 _ResolutionA; 49 | float4 iChannelResolutionA; 50 | float4 iChannelResolutionB; 51 | 52 | //int iFrame; 53 | 54 | #define RotNum 5 55 | //static const float RotNum = 5.0f; 56 | //#define SUPPORT_EVEN_ROTNUM 57 | 58 | #define Res iChannelResolutionA.xy 59 | #define Res1 iChannelResolutionB.xy 60 | 61 | #define keyTex iChannel3 62 | #define KEY_I texture(keyTex,float2((105.5-32.0)/256.0,(0.5+0.0)/3.0)).x 63 | 64 | static const float ang = (2.0*3.1415926535) / float(RotNum); 65 | //mat2 m = mat2(cos(ang), sin(ang), -sin(ang), cos(ang)); 66 | //mat2 mh = mat2(cos(ang*0.5), sin(ang*0.5), -sin(ang*0.5), cos(ang*0.5)); 67 | 68 | static const float2x2 m = float2x2(cos(ang), sin(ang), -sin(ang), cos(ang)); 69 | //static const float2x2 m = float2x2(cos(ang), -sin(ang), sin(ang), cos(ang)); 70 | static const float2x2 mh = float2x2(cos(ang*0.5), sin(ang*0.5), -sin(ang*0.5), cos(ang*0.5)); 71 | //static const float2x2 mh = float2x2(cos(ang*0.5), -sin(ang*0.5), sin(ang*0.5), cos(ang*0.5)); 72 | 73 | float4 randS(float2 uv) 74 | { 75 | return tex2D(iChannel1, (uv*Res.xy) / Res1.xy) - float4(0.5, 0.5, 0.5, 0.5); 76 | } 77 | 78 | float getRot(float2 pos, float2 b) 79 | { 80 | float2 p = b; 81 | float rot = 0.0; 82 | [unroll(RotNum)]for (int i = 0; i < RotNum; i++)//for (int i = 0; i < RotNum; i++) 83 | { 84 | rot += dot(tex2D(_iChannel0, frac((pos + p) / Res.xy)).xy - float2(0.5, 0.5), p.yx*float2(1, -1)); 85 | //p = m * p; 86 | //https://en.wikibooks.org/wiki/GLSL_Programming/Vector_and_Matrix_Operations 87 | /* 88 | vec2 v = vec2(10., 20.); 89 | mat2 m = mat2(1., 2., 3., 4.); 90 | vec2 w = m * v; // = vec2(1. * 10. + 3. * 20., 2. * 10. + 4. * 20.) 91 | */ 92 | //p = float2(m[0][0] * p.x + m[0][1] * p.y, m[1][0] * p.x + m[1][1] * p.y); 93 | // now I realise that I could have simply used 'mul' function, but anyway 94 | p = float2(m[0][0] * p.x + m[1][0] * p.y, m[0][1] * p.x + m[1][1] * p.y); 95 | } 96 | return (rot / float(RotNum)) / dot(b, b); 97 | } 98 | 99 | v2f vert (appdata v) 100 | { 101 | v2f o; 102 | o.vertex = UnityObjectToClipPos(v.vertex); 103 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 104 | UNITY_TRANSFER_FOG(o,o.vertex); 105 | return o; 106 | } 107 | 108 | fixed4 frag (v2f i) : SV_Target 109 | { 110 | 111 | float2 pos = i.uv * Res;// _ScreenParams.xy;// fragCoord.xy; 112 | //float rnd = randS(float2(float(iFrame)/ Res.x, 0.5 / Res1.y)).x; 113 | float rnd = randS(float2(float(_Time.y) / Res.x, 0.5 / Res1.y)).x; 114 | 115 | float2 b = float2(cos(ang*rnd), sin(ang*rnd)); 116 | float2 v = float2(0, 0); 117 | float bbMax = 0.7*Res.y; bbMax *= bbMax; 118 | //[unroll(20)] for (int l = 0; l < 20; l++) 119 | [unroll(20)]for (int l = 0; l < 20; l++) 120 | { 121 | if (dot(b, b) > bbMax) break; 122 | float2 p = b; 123 | //[unroll(RotNum)] 124 | [unroll(RotNum)]for (int i = 0; i < RotNum; i++) 125 | { 126 | //#ifdef SUPPORT_EVEN_ROTNUM 127 | //v += p.yx*getRot(pos + p, -mh * b); 128 | //#else 129 | // this is faster but works only for odd RotNum 130 | v += p.yx*getRot(pos + p, b); 131 | //#endif 132 | //p = m * p; 133 | //p = float2(m[0][0] * p.x + m[0][1] * p.y, m[1][0] * p.x + m[1][1] * p.y); 134 | p = float2(m[0][0] * p.x + m[1][0] * p.y, m[0][1] * p.x + m[1][1] * p.y); 135 | } 136 | b *= 2.0; 137 | } 138 | 139 | fixed4 col = tex2D(_iChannel0, frac((pos + v * float2(-1, 1)*2.0) / Res.xy)); 140 | 141 | // add a little "motor" in the center 142 | float2 scr = (pos / Res.xy)*2.0 - float2(1.0, 1.0); 143 | //col.xy += (0.01*scr.xy / (dot(scr, scr) / 0.1 + 0.3)); 144 | col.xy += (0.02*scr.xy / (dot(scr, scr) / 0.05 + 0.3+0.2*sin(_Time.y*0.5))); 145 | 146 | //if (iFrame <= 4) col = tex2D(iChannel2, i.uv); 147 | if (_Time.y <= 1) col = tex2D(iChannel2, i.uv); 148 | return col; 149 | 150 | //if (iFrame <= 4 || KEY_I > 0.5) fragColor = texture(iChannel2, fragCoord.xy / Res.xy); 151 | } 152 | ENDCG 153 | } 154 | GrabPass{"_bufferA"} 155 | Pass 156 | { 157 | CGPROGRAM 158 | #pragma vertex vert 159 | #pragma fragment frag 160 | // make fog work 161 | #pragma multi_compile_fog 162 | 163 | #include "UnityCG.cginc" 164 | 165 | struct appdata 166 | { 167 | float4 vertex : POSITION; 168 | float2 uv : TEXCOORD0; 169 | }; 170 | 171 | struct v2f 172 | { 173 | float2 uv : TEXCOORD0; 174 | UNITY_FOG_COORDS(1) 175 | float4 vertex : SV_POSITION; 176 | }; 177 | 178 | sampler2D _MainTex; 179 | float4 _MainTex_ST; 180 | 181 | sampler2D _bufferA; 182 | 183 | v2f vert(appdata v) 184 | { 185 | v2f o; 186 | o.vertex = UnityObjectToClipPos(v.vertex); 187 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 188 | UNITY_TRANSFER_FOG(o,o.vertex); 189 | return o; 190 | } 191 | 192 | float getVal(float2 uv) 193 | { 194 | return length(tex2D(_bufferA, uv).xyz); 195 | } 196 | 197 | float2 getGrad(float2 uv, float delta) 198 | { 199 | float2 d = float2(delta, 0); 200 | return float2( 201 | getVal(uv + d.xy) - getVal(uv - d.xy), 202 | getVal(uv + d.yx) - getVal(uv - d.yx) 203 | ) / delta; 204 | } 205 | 206 | fixed4 frag(v2f i) : SV_Target 207 | { 208 | float2 uv = i.uv;// fragCoord.xy / iResolution.xy; 209 | float3 n = float3(getGrad(uv, 1.0 / _ScreenParams.y), 150.0); 210 | //n *= n; 211 | 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-------------------------------------------------------------------------------- 1 | # Unity-Painting-Filter 2 | License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. 3 | Based on this [shader](https://www.shadertoy.com/view/MsGSRd) on Shadertoy. 4 | 5 | ![Screenshot](Screenshot.png) 6 | -------------------------------------------------------------------------------- /Screenshot.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/yumayanagisawa/Unity-Painting-Filter/c569154f14f0b2a08d7e7b196a11c4a5b6c1dfed/Screenshot.png --------------------------------------------------------------------------------