Created
July 26, 2016 07:59
-
-
Save nukeop/9877f5dc39f6ef57716a75e0aa0ffd27 to your computer and use it in GitHub Desktop.
Revisions
-
nukeop created this gist
Jul 26, 2016 .There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,45 @@ using UnityEngine; using System.Collections; using System.Linq; public class SimplexEffects : MonoBehaviour { private Material MyMaterial; public float AnimSpeed; public Vector3 NoiseOffset; public Vector3 NoiseScale; public Gradient Palette; void Start () { MyMaterial = GetComponent<Renderer> ().material; UpdatePalette (); } void Update () { MyMaterial.SetVector ("_Offset", NoiseOffset); MyMaterial.SetVector ("_Scale", NoiseScale); NoiseOffset.z += AnimSpeed; //NoiseOffset = Quaternion.Euler (new Vector3 (0.0f, AnimSpeed, 0.0f)) * NoiseOffset; UpdatePalette (); } void UpdatePalette() { var mp = new MaterialPropertyBlock (); Vector4[] colors = (from gck in Palette.colorKeys select new Vector4(gck.color.r, gck.color.g, gck.color.b, 1.0f)).ToArray(); float[] times = (from gck in Palette.colorKeys select gck.time).ToArray(); mp.SetVectorArray ("_Palette", colors); mp.SetFloatArray ("_ColourTimes", times); GetComponent<Renderer> ().SetPropertyBlock (mp); } } This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,116 @@ Shader "Unlit/SimplexNoise" { Properties { _MainTex ("Texture", 2D) = "white" {} _Scale ("Noise scale", Vector) = (1.0, 1.0, 1.0) _Offset ("Noise offset", Vector) = (1.0, 1.0, 1.0) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define PALETTE_SIZE 9 struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float3 normal : NORMAL; float3 noise_uv : TEXCOORD1; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float3 _Scale; float3 _Offset; float4 _Palette[PALETTE_SIZE]; float _ColourTimes[PALETTE_SIZE]; float hash( float n ) { return frac(sin(n)*43758.5453); } float noise( float3 x ) { // The noise function returns a value in the range -1.0f -> 1.0f float3 p = floor(x); float3 f = frac(x); f = f*f*(3.0-2.0*f); float n = p.x + p.y*57.0 + 113.0*p.z; return lerp(lerp(lerp( hash(n+0.0), hash(n+1.0),f.x), lerp( hash(n+57.0), hash(n+58.0),f.x),f.y), lerp(lerp( hash(n+113.0), hash(n+114.0),f.x), lerp( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z); } v2f vert (appdata v) { v2f o; o.normal = v.normal; float noiseval = noise(_Scale*(_Offset+v.vertex)); v.vertex += 0.1*float4(noiseval * o.normal, 0.0); o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.noise_uv = v.vertex.xyz/v.vertex.w; return o; } fixed4 frag (v2f i) : SV_Target { //fixed4 col = tex2D(_MainTex, i.uv); float noiseval = 1.0-noise(_Scale*(_Offset+normalize(i.noise_uv))); int colid = 0; for(int i=0; i<PALETTE_SIZE-1; i++) { if(_ColourTimes[i] <= noiseval && _ColourTimes[i+1] >= noiseval) { colid = i; break; } } fixed4 col; if(colid < PALETTE_SIZE-1) { float interp = (noiseval - _ColourTimes[colid])/(abs(_ColourTimes[colid+1] - _ColourTimes[colid])); col = lerp(_Palette[colid], _Palette[colid+1], interp); } else col = _Palette[colid]; //fixed4 col = (noiseval, noiseval, noiseval, 1.0); return col; } ENDCG } } }