/
CellularNoise.shader
85 lines (69 loc) · 1.52 KB
/
CellularNoise.shader
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Shader "Monica/CellularNoise"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
float2 random2(float2 st)
{
st = float2(dot(st, float2(127.1, 311.7)),
dot(st, float2(269.5, 183.3)));
return -1.0 + 2.0 * frac(sin(st) * 43758.5453123);
}
float cellularnoise(float2 st, float n) {
st *= n;
float2 ist = floor(st);
float2 fst = frac(st);
float distance = 5;
for (int y = -1; y <= 1; y++)
for (int x = -1; x <= 1; x++)
{
float2 neighbor = float2(x, y);
float2 p = 0.5 + 0.5 * sin(_Time.y + 6.2831 * random2(ist + neighbor));
float2 diff = neighbor + p - fst;
distance = min(distance, length(diff));
}
float color = distance * 0.5;
return color;
}
fixed4 frag(v2f i) : SV_Target
{
return cellularnoise(i.uv, 4)*0.8*float4(2.05, 1.70, -2, 1) + float4(0.1,0.1,1.5,1);
}
ENDCG
}
}
}