Shader "Shadertoy/Template1" {
Properties{
iMouse ("Mouse Pos", Vector) = (100, 100, 0, 0)
iChannel0("iChannel0", 2D) = "white" {}
iChannel1("iChannel1", 2D) = "white" {}
iChannelResolution0 ("iChannelResolution0", Vector) = (100, 100, 0, 0)
_Cutoff("Alpha Cutoff",Range(0,1))=1
}
CGINCLUDE
#include "UnityCG.cginc"
#pragma target 3.0
#define vec2 float2
#define vec3 float3
#define vec4 float4
#define mat2 float2x2
#define mat3 float3x3
#define mat4 float4x4
#define iGlobalTime _Time.y
#define mod fmod
#define mix lerp
#define fract frac
#define texture2D tex2D
#define iResolution _ScreenParams
#define gl_FragCoord ((_iParam.scrPos.xy/_iParam.scrPos.w) * _ScreenParams.xy)
#define PI2 6.28318530718
#define pi 3.14159265358979
#define halfpi (pi * 0.5)
#define oneoverpi (1.0 / pi)
fixed4 iMouse;
sampler2D iChannel0;
sampler2D iChannel1;
fixed4 iChannelResolution0;
fixed _Cutoff;
struct v2f {
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.scrPos = ComputeScreenPos(o.pos);
return o;
}
vec4 main(vec2 fragCoord);
fixed4 frag(v2f _iParam) : COLOR0 {
vec2 fragCoord = gl_FragCoord;
return main(gl_FragCoord);
}
//vec4 main(vec2 fragCoord) {
// return vec4(1, 1, 1, 1);
//}
float snoise(vec3 uv, float res) // by trisomie21
{
const vec3 s = vec3(1e0, 1e2, 1e4);
uv *= res;
vec3 uv0 = floor(mod(uv, res))*s;
vec3 uv1 = floor(mod(uv+float3(1,1,1), res))*s;
vec3 f = fract(uv); f = f*f*(3.0-2.0*f);
vec4 v = vec4(uv0.x+uv0.y+uv0.z, uv1.x+uv0.y+uv0.z,
uv0.x+uv1.y+uv0.z, uv1.x+uv1.y+uv0.z);
vec4 r = fract(sin(v*1e-3)*1e5);
float r0 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);
r = fract(sin((v + uv1.z - uv0.z)*1e-3)*1e5);
float r1 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);
return mix(r0, r1, f.z)*2.-1.;
}
vec4 main(vec2 fragCoord) {
float freqs[4];
freqs[0] = tex2D( iChannel1, vec2( 0.01, 0.25 ) ).x;
freqs[1] = tex2D( iChannel1, vec2( 0.07, 0.25 ) ).x;
freqs[2] = tex2D( iChannel1, vec2( 0.15, 0.25 ) ).x;
freqs[3] = tex2D( iChannel1, vec2( 0.30, 0.25 ) ).x;
float brightness = freqs[1] * 0.25 + freqs[2] * 0.25;
float radius = 0.24 + brightness * 0.2;
float invRadius = 1.0/radius;
vec3 orange = vec3( 0.8, 0.65, 0.3 );
vec3 orangeRed = vec3( 0.8, 0.35, 0.1 );
float time = iGlobalTime * 0.1;
float aspect = iResolution.x/iResolution.y;
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 p = -0.5 + uv;
p.x *= aspect;
float fade = pow( length( 2.0 * p ), 0.5 );
float fVal1 = 1.0 - fade;
float fVal2 = 1.0 - fade;
float angle = atan2( p.x, p.y )/6.2832;
float dist = length(p);
vec3 coord = vec3( angle, dist, time * 0.1 );
float newTime1 = abs( snoise( coord + vec3( 0.0, -time * ( 0.35 + brightness * 0.001 ), time * 0.015 ), 15.0 ) );
float newTime2 = abs( snoise( coord + vec3( 0.0, -time * ( 0.15 + brightness * 0.001 ), time * 0.015 ), 45.0 ) );
for( int i=1; i<=7; i++ ){
float power = pow( 2.0, float(i + 1) );
fVal1 += ( 0.5 / power ) * snoise( coord + vec3( 0.0, -time, time * 0.2 ), ( power * ( 10.0 ) * ( newTime1 + 1.0 ) ) );
fVal2 += ( 0.5 / power ) * snoise( coord + vec3( 0.0, -time, time * 0.2 ), ( power * ( 25.0 ) * ( newTime2 + 1.0 ) ) );
}
float corona = pow( fVal1 * max( 1.1 - fade, 0.0 ), 2.0 ) * 50.0;
corona += pow( fVal2 * max( 1.1 - fade, 0.0 ), 2.0 ) * 50.0;
corona *= 1.2 - newTime1;
vec3 sphereNormal = vec3( 0.0, 0.0, 1.0 );
vec3 dir = vec3( 0,0,0 );
vec3 center = vec3( 0.5, 0.5, 1.0 );
vec3 starSphere = vec3( 0,0,0 );
vec2 sp = -1.0 + 2.0 * uv;
sp.x *= aspect;
sp *= ( 2.0 - brightness );
float r = dot(sp,sp);
float f = (1.0-sqrt(abs(1.0-r)))/(r) + brightness * 0.5;
if( dist < radius ){
corona *= pow( dist * invRadius, 24.0 );
vec2 newUv;
newUv.x = sp.x*f;
newUv.y = sp.y*f;
newUv += vec2( time, 0.0 );
vec3 texSample = tex2D( iChannel0, newUv ).rgb;
float uOff = ( texSample.g * brightness * 4.5 + time );
vec2 starUV = newUv + vec2( uOff, 0.0 );
starSphere = tex2D( iChannel0, starUV ).rgb;
}
float starGlow = min( max( 1.0 - dist * ( 1.0 - brightness ), 0.0 ), 1.0 );
fixed4 fragColor;
fragColor.rgb = vec3( f * ( 0.75 + brightness * 0.3 ) * orange ) + starSphere + corona * orange + starGlow * orangeRed;
fragColor.a = 1;
return fragColor;
}
ENDCG
SubShader {
Pass {
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
}
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