【ShaderToy中图形效果转译到UnityShaderlab系列案例分享】

简介: 【ShaderToy中图形效果转译到UnityShaderlab系列案例分享】

一、ShaderToy是什么?


ShaderToy是一个在线平台,允许用户创建、共享和浏览基于着色器(shaders)的实时图形效果。着色器是一种在图形编程中用于描述图形效果的程序,通常在图形处理器(GPU)上运行。ShaderToy专注于片元着色器(pixel shaders),这是一种用于处理屏幕上每个像素的着色器。

在ShaderToy上,用户可以使用OpenGL Shading Language(GLSL)编写着色器代码,以实时渲染各种视觉效果,包括抽象艺术、光影效果、模拟流体等等。用户可以通过简单的链接和分享来展示他们的作品,从而创建一个充满创意和艺术性的社区。

这个平台通常吸引着对图形编程、计算机图形学、计算机艺术等领域感兴趣的人们,他们可以通过ShaderToy分享他们的创意和学习经验。


二、ShaderToy链接


链接:ShaderToy


1.数学计算八卦阵_Yin Yang


ShaderToy内的源码与效果图如下:

ShaderToy中的代码如下:

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
  vec2 p = 1.1 * (2.0*fragCoord-iResolution.xy)/min(iResolution.y,iResolution.x);

    float a = dot(p,p);
    float b = abs(p.y)-a;
    float c = (b>0.0) ? p.y : p.x;
    float d = (a-1.0)*(b-0.23)*c;
    
    float r = (a>1.0) ? 0.6 : 
              (d>0.0) ? 1.0 : 
                        0.0;

  fragColor = vec4( r, r, r, 1.0 );
}

下面是在Unity内的效果展示:

在代码中加入了一个旋转矩阵,让阴阳转动起来。

在片段着色器中输入下面的代码:

            fixed4 frag(v2f i) : SV_Target
            {
                float2 uv = i.uv -0.5;
                fixed2 p = 1.1 * (2.0*uv);
                return  fixed4(p.xxx, 1.0 );
            }

输出效果如下:

实现画面对半的黑白效果

在片段着色器中输入下面的代码:

            fixed4 frag(v2f i) : SV_Target
            {
                float2 uv = i.uv -0.5;
                fixed2 p = 1.1 * (2.0*uv);
                fixed h = dot(p,p);
                return fixed4(h.xxxx);
            }

fixed h = dot(p,p)解析

有点类似求 length 的最终效果,也就是说

                fixed h = dot(p,p);
        fixed h = length(uv);//这两个最终表现的效果是一样的。

输出效果如下:

在片段着色器中输入下面的代码:

            fixed4 frag(v2f i) : SV_Target
            {
                float2 uv = i.uv -0.5;
                fixed2 p = 1.1 * (2.0*uv);
                fixed h = length(uv);
                fixed d = abs(p.y)-h;
                return fixed4(d.xxxx);
            }

输出效果如下:

在片段着色器中输入下面的代码:

            fixed4 frag(v2f i) : SV_Target
            {
                float2 uv = i.uv -0.5;
                fixed2 p = 1.1 * (2.0*uv);
                fixed h = dot(p,p);
                fixed d = abs(p.y)-h;
                fixed a = d-0.23;
                fixed b = h-1.00;
                return  fixed4( a*b, a*b, a*b, 1.0 );
            }

输出效果如下:


完整ShaderLab代码如下:

Shader"ShaderMan/Yin Yang"
{
    Properties
    {
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 screenCoord : TEXCOORD1;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv ;
                o.screenCoord.xy = ComputeScreenPos(o.vertex);
                return o;
            }
            fixed4 frag(v2f i) : SV_Target
            {
                float2 uv = i.uv -0.5;
                float rad = _Time.y * 4;
                float2x2 RotationMatrix = float2x2
                (
                    cos(rad), -sin(rad),
                    sin(rad),cos(rad)
                );
                uv = mul(RotationMatrix,uv);

                fixed2 p = 1.1 * (2.0*uv);

                fixed h = dot(p,p);
                fixed d = abs(p.y)-h;
                fixed a = d-0.23;
                fixed b = h-1.00;
                fixed c = sign(a*b*(p.y+p.x + (p.y-p.x)*sign(d)));
                
                c = lerp( c, 0.0, smoothstep(0.98,1.00,h) );
                c = lerp( c, 0.6, smoothstep(1.00,1.02,h) );
                
                return  fixed4( c, c, c, 1.0 );

            }
            ENDCG
        }
    }
}


小总结:旋转计算


下面是以旋转度数为准的计算

void Unity_Rotate_Degrees_float(float2 UV, float2 Center, float Rotation, out float2 Out)
{
    //rotation matrix
    Rotation = Rotation * (3.1415926f/180.0f);
    UV -= Center;
    float s = sin(Rotation);
    float c = cos(Rotation);

    //center rotation matrix
    float2x2 rMatrix = float2x2(c, -s, s, c);
    rMatrix *= 0.5;
    rMatrix += 0.5;
    rMatrix = rMatrix*2 - 1;

    //multiply the UVs by the rotation matrix
    UV.xy = mul(UV.xy, rMatrix);
    UV += Center;

    Out = UV;
}


2.图形循环变换_Pattern


ShaderToy内的源码与效果图如下:


完整ShaderLab代码如下:

Shader"ShaderToy/Pattern"
{
    Properties
    {
        _MainTex("_MainTex", 2D) = "white"{}
    }
    SubShader{
        Pass{
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #include "UnityCG.cginc"
            
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            sampler2D _MainTex;

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 screenCoord : TEXCOORD1;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                o.screenCoord.xy = ComputeScreenPos(o.vertex);
                return o;
            }
            fixed noise( in fixed2 x )
            {
                fixed2 p = floor(x);
                fixed2 f = frac(x);
                fixed2 uv = p.xy + f.xy*f.xy*(3.0-2.0*f.xy);
                return tex2Dlod( _MainTex,float4( (uv+118.4)/256.0, 0.0 ,0)).x;
            }

            fixed map( in fixed2 x, fixed t )
            {
                return noise( 2.5*x - 1.5*t*fixed2(1.0,0.0) );
            }


            fixed shapes( in fixed2 uv, in fixed r, in fixed e )
            {
                fixed p = pow( 32.0, r - 0.5 );
                fixed l = pow( pow(abs(uv.x),p) + pow(abs(uv.y),p), 1.0/p );
                fixed d = l - pow(r,0.6) - e*0.2 + 0.05;
                fixed fw = fwidth( d )*0.5;
                fw *= 1.0 + 10.0*e;
                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 ));
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed2 qq = i.uv.xy/1;
                fixed2 uv = (i.uv - 0.5) * 0.5 * (sin(_Time.y * 2)+2);
                fixed time = 11.0 + (_Time.y + 0.8*sin(_Time.y)) / 1.8;
                uv += 0.01*noise( 2.0*uv + 0.2*time );
                fixed3 col = 0.1*fixed3(0.10,1.0,0.10) * 0.15 * abs(qq.y-0.5);
                fixed2 pq, st; fixed f; fixed3 coo;
                pq = floor( uv*9.0 ) / 9.0;
                st = frac( uv*9.0 )*2.0 - 1.0;
                coo = (fixed3(0.5,0.7,0.7) + 0.3*sin(10.0*pq.x)*sin(13.0*pq.y))*0.6;
                col += 1.0*coo*shapes( st, map(pq, time), 0.0 );
                col += 0.6*coo*shapes( st, map(pq, time), 1.0 );

                pq = floor( uv*9.0+0.5 ) / 9.0;
                st = frac( uv*9.0+0.5 )*2.0 - 1.0;
                coo = (fixed3(1.0,0.5,0.3) + 0.3*sin(10.0*pq.y)*cos(11.0*pq.x))*1.0;
                col += 1.0*coo*shapes( st, 1.0-map(pq, time), 0.0 );
                col += 0.4*coo*shapes( st, 1.0-map(pq, time), 1.0 );
                col *= pow( 16.0*qq.x*qq.y*(1.0-qq.x)*(1.0-qq.y), 0.05 );
                return  fixed4( col, 1.0 );
            }
            ENDCG
        }
    }
}


3.2D层层叠叠半透明泡泡_Bubbles


ShaderToy内的源码与效果图如下:


完整ShaderLab代码如下:

Shader"ShaderToy/Bubbles"
{
    Properties
    {
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 screenCoord : TEXCOORD1;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                o.screenCoord.xy = ComputeScreenPos(o.vertex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed2 uv = i.uv;
                uv.x *=  1 / 1;
                fixed3 color = fixed3(0.8 + 0.2*uv.y,0.8 + 0.2*uv.y,0.8 + 0.2*uv.y);
                [unroll(100)]
                for( int i=0; i<40; i++ )
                {
                    fixed pha =      sin(fixed(i)*546.13+1.0)*0.5 + 0.5;
                    fixed siz = pow( sin(fixed(i)*651.74+5.0)*0.5 + 0.5, 4.0 );
                    fixed pox =      sin(fixed(i)*321.55+4.1) * 1 / 1;

                    fixed rad = 0.1 + 0.5*siz;
                    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));
                    fixed dis = length( uv - pos );
                    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));
                    
                    fixed f = length(uv-pos)/rad;
                    f = sqrt(clamp(1.0-f*f,0.0,1.0));
                    color -= col.zyx *(1.0-smoothstep( rad*0.95, rad, dis )) * f;
                }
                color *= sqrt(1.5-0.5*length(uv));
                return  fixed4(color,1.0);
            }
            ENDCG
        }
    }
}



4.科技感电流场_PlasmaGlobe


ShaderToy内的源码与效果图如下:

Mac电脑系统下的显示:

Windows系统下的显示:


完整ShaderLab代码如下:

Shader"ShaderToy/PlasmaGlobe"
{
    Properties
    {
        _MainTex("MainTex", 2D) = "white"{}
        _iMouse("iMouse", Vector) = (0,0,0,0)
    }
    SubShader{
        Pass{
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            sampler2D  _MainTex;
            float4 _iMouse;
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 screenCoord : TEXCOORD1;
            };
            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                o.screenCoord.xy = ComputeScreenPos(o.vertex);
                return o;
            }
            #define NUM_RAYS 13.
            #define VOLUMETRIC_STEPS 19
            #define MAX_ITER 35
            #define FAR 6.
            #define time _Time.y*1.1
            fixed2x2 mm2(in fixed a)
            {
                fixed c = cos(a), s = sin(a);
                return fixed2x2(c,-s,s,c);
            }
            fixed noise( in fixed x )
            {
                return tex2Dlod(_MainTex,float4( fixed2(x*.01,1.),0.0,0)).x;
            }
            fixed hash( fixed n )
            {
                return frac(sin(n)*43758.5453);
            }
            fixed noise(in fixed3 p)
            {
                fixed3 ip = floor(p);
                fixed3 f = frac(p);
                f = f*f*(3.0-2.0*f);
                
                fixed2 uv = (ip.xy+fixed2(37.0,17.0)*ip.z) + f.xy;
                fixed2 rg = tex2Dlod( _MainTex,float4( (uv+ 0.5)/256.0, 0.0 ,0)).yx;
                return lerp(rg.x, rg.y, f.z);
            }
            fixed3x3 m3 = fixed3x3( 0.00,  0.80,  0.60,
            -0.80,  0.36, -0.48,
            -0.60, -0.48,  0.64 );

            fixed flow(in fixed3 p, in fixed t)
            {
                fixed z=2.;
                fixed rz = 0.;
                fixed3 bp = p;
                for (fixed i= 1.;i < 5.;i++ )
                {
                    p += time*.1;
                    rz+= (sin(noise(p+t*0.8)*6.)*0.5+0.5) /z;
                    p = lerp(bp,p,0.6);
                    z  = mul(   z ,2.);
                    p  = mul(   p ,2.01);
                    p = mul(        p,m3);
                }
                return rz;  
            }

            fixed sins(in fixed x)
            {
                fixed rz = 0.;
                fixed z = 2.;
                for (fixed i= 0.;i < 3.;i++ )
                {
                    rz += abs(frac(x*1.4)-0.5)/z;
                    x  = mul(        x ,1.3);
                    z  = mul(        z ,1.15);
                    x -= time*.65*z;
                }
                return rz;
            }

            fixed segm( fixed3 p, fixed3 a, fixed3 b)
            {
                fixed3 pa = p - a;
                fixed3 ba = b - a;
                fixed h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1. );  
                return length( pa - ba*h )*.5;
            }

            fixed3 path(in fixed i, in fixed d)
            {
                fixed3 en = fixed3(0.,0.,1.);
                fixed sns2 = sins(d+i*0.5)*0.22;
                fixed sns = sins(d+i*.6)*0.21;
                en.xz  = mul(    en.xz ,mm2((hash(i*10.569)-.5)*6.2+sns2));
                en.xy  = mul(    en.xy ,mm2((hash(i*4.732)-.5)*6.2+sns));
                return en;
            }

            fixed2 map(fixed3 p, fixed i)
            {
                fixed lp = length(p);
                fixed3 bg = fixed3(0.,0.,0.);   
                fixed3 en = path(i,lp);
                
                fixed ins = smoothstep(0.11,.46,lp);
                fixed outs = .15+smoothstep(.0,.15,abs(lp-1.));
                p  = mul(    p ,ins*outs);
                fixed id = ins*outs;
                
                fixed rz = segm(p, bg, en)-0.011;
                return fixed2(rz,id);
            }

            fixed march(in fixed3 ro, in fixed3 rd, in fixed startf, in fixed maxd, in fixed j)
            {
                fixed precis = 0.001;
                fixed h=0.5;
                fixed d = startf;
                [unroll(100)]
                for( int i=0; i<MAX_ITER; i++ )
                {
                    if( abs(h)<precis||d>maxd ) break;
                    d += h*1.2;
                    fixed res = map(ro+rd*d, j).x;
                    h = res;
                }
                return d;
            }

            fixed3 vmarch(in fixed3 ro, in fixed3 rd, in fixed j, in fixed3 orig)
            {   
                fixed3 p = ro;
                fixed2 r = fixed2(0.,0.);
                fixed3 sum = fixed3(0,0,0);
                fixed w = 0.;
                [unroll(100)]
                for( int i=0; i<VOLUMETRIC_STEPS; i++ )
                {
                    r = map(p,j);
                    p += rd*.03;
                    fixed lp = length(p);
                    
                    fixed3 col = sin(fixed3(1.05,2.5,1.52)*3.94+r.y)*.85+0.4;
                    col.rgb  = mul(        col.rgb ,smoothstep(.0,.015,-r.x));
                    col  = mul(        col ,smoothstep(0.04,.2,abs(lp-1.1)));
                    col  = mul(        col ,smoothstep(0.1,.34,lp));
                    sum += abs(col)*5. * (1.2-noise(lp*2.+j*13.+time*5.)*1.1) / (log(distance(p,orig)-2.)+.75);
                }
                return sum;
            }

            fixed2 iSphere2(in fixed3 ro, in fixed3 rd)
            {
                fixed3 oc = ro;
                fixed b = dot(oc, rd);
                fixed c = dot(oc,oc) - 1.;
                fixed h = b*b - c;
                if(h <0.0) return fixed2(-1.,-1.);
                else return fixed2((-b - sqrt(h)), (-b + sqrt(h)));
            }

            fixed4 frag(v2f i) : SV_Target{

                { 
                    fixed2 p = i.uv.xy/1-0.5;
                    p.x = mul(  p.x,1/1);
                    fixed2 um = _iMouse.xy / 1-.5;
                    
                    fixed3 ro = fixed3(0.,0.,5.);
                    fixed3 rd = normalize(fixed3(p*.7,-1.5));
                    fixed2x2 mx = mm2(time*.4+um.x*6.);
                    fixed2x2 my = mm2(time*0.3+um.y*6.); 
                    ro.xz  = mul(    ro.xz ,mx);rd.xz  = mul(rd.xz ,mx);
                    ro.xy  = mul(    ro.xy ,my);rd.xy  = mul(rd.xy ,my);
                    
                    fixed3 bro = ro;
                    fixed3 brd = rd;
                    
                    fixed3 col = fixed3(0.0125,0.0,0.025);
                    #if 1
                        for (fixed j = 1.;j<NUM_RAYS+1.;j++)
                        {
                            ro = bro;
                            rd = brd;
                            fixed2x2 mm = mm2((time*0.1+((j+1.)*5.1))*j*0.25);
                            ro.xy  = mul(        ro.xy ,mm);rd.xy  = mul(rd.xy ,mm);
                            ro.xz  = mul(        ro.xz ,mm);rd.xz  = mul(rd.xz ,mm);
                            fixed rz = march(ro,rd,2.5,FAR,j);
                            if ( rz >= FAR)continue;
                            fixed3 pos = ro+rz*rd;
                            col = max(col,vmarch(pos,rd,j, bro));
                        }
                    #endif
                    ro = bro;
                    rd = brd;
                    fixed2 sph = iSphere2(ro,rd);
                    if (sph.x > 0.)
                    {
                        fixed3 pos = ro+rd*sph.x;
                        fixed3 pos2 = ro+rd*sph.y;
                        fixed3 rf = reflect( rd, pos );
                        fixed3 rf2 = reflect( rd, pos2 );
                        fixed nz = (-log(abs(flow(rf*1.2,time)-.01)));
                        fixed nz2 = (-log(abs(flow(rf2*1.2,-time)-.01)));
                        col += (0.1 * nz * nz * fixed3(0.12,0.12,0.5) + 0.05 * nz2 * nz2 * fixed3(0.55,0.2,.55))*0.8;
                    }
                    return fixed4(col*1.3, 1.0);
                }
            }ENDCG
        }
    }
}





5.实现卡通心跳_Heart2D


ShaderToy内的源码与效果图如下:


完整ShaderLab代码如下:

Shader"ShaderToy/Heart2D"
{
    Properties
    {
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 screenCoord : TEXCOORD1;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                o.screenCoord.xy = ComputeScreenPos(o.vertex);
                return o;
            }
            fixed4 frag(v2f i) : SV_Target
            {

                fixed2 p = (2.0*i.uv-1)/min(1,1);

                fixed3 bcol = fixed3(1.0,0.8,0.7-0.07*p.y)*(1.0-0.25*length(p));

                fixed tt = fmod(_Time.y,1.5)/1.5;
                fixed ss = pow(tt,.2)*0.5 + 0.5;
                ss = 1.0 + ss*0.5*sin(tt*6.2831*3.0 + p.y*0.5)*exp(-tt*4.0);
                p *= fixed2(0.5,1.5) + ss*fixed2(0.5,-0.5);

                #if 1
                    p *= 0.8;
                    p.y = -0.1 - p.y*1.2 + abs(p.x)*(1.0-abs(p.x));
                    fixed r = length(p);
                    fixed d = 0.5;
                #else
                    p.y -= 0.25;
                    fixed a = atan2(p.y,p.x)/3.141593;
                    fixed r = length(p);
                    fixed h = abs(a);
                    fixed d = (13.0*h - 22.0*h*h + 10.0*h*h*h)/(6.0-5.0*h);
                #endif
                
                fixed s = 0.75 + 0.75*p.x;
                s *= 1.0-0.4*r;
                s = 0.3 + 0.7*s;
                s *= 0.5+0.5*pow( 1.0-clamp(r/d, 0.0, 1.0 ), 0.1 );
                fixed3 hcol = fixed3(1.0,0.5*r,0.3)*s;
                
                fixed3 col = lerp( bcol, hcol, smoothstep( -0.01, 0.01, d-r) );

                return  fixed4(col,1.0);
            }
            ENDCG
        }
    }
}


6.卡通层级云_Clouds


ShaderToy内的源码与效果图如下:


完整ShaderLab代码如下:

Shader"ShaderMan/Clouds"
{
    Properties
    {
        _color ("color",color) = (1,1,1,1)
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #include "UnityCG.cginc"
            fixed4 _color ;
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 screenCoord : TEXCOORD1;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                o.screenCoord.xy = ComputeScreenPos(o.vertex);
                return o;
            }
            #define TAU 6.28318530718
            const fixed3 BackColor  = fixed3(0.0, 0.4, 0.58);
            const fixed3 CloudColor = fixed3(0.18,0.70,0.87);
            fixed Func(fixed pX)
            {
                return 0.6*(0.5*sin(0.1*pX) + 0.5*sin(0.553*pX) + 0.7*sin(1.2*pX));
            }
            fixed FuncR(fixed pX)
            {
                return 0.5 + 0.25*(1.0 + sin(fmod(40.0*pX, TAU)));
            }
            fixed Layer(fixed2 pQ, fixed pT)
            {
                fixed2 Qt = 3.5*pQ;
                pT *= 0.5;
                Qt.x += pT;

                fixed Xi = floor(Qt.x);
                fixed Xf = Qt.x - Xi -0.5;

                fixed2 C;
                fixed Yi;
                fixed D = 1.0 - step(Qt.y,  Func(Qt.x));

                // Disk:
                Yi = Func(Xi + 0.5);
                C = fixed2(Xf, Qt.y - Yi ); 
                D =  min(D, length(C) - FuncR(Xi+ pT/80.0));

                // Previous disk:
                Yi = Func(Xi+1.0 + 0.5);
                C = fixed2(Xf-1.0, Qt.y - Yi ); 
                D =  min(D, length(C) - FuncR(Xi+1.0+ pT/80.0));

                // Next Disk:
                Yi = Func(Xi-1.0 + 0.5);
                C = fixed2(Xf+1.0, Qt.y - Yi ); 
                D =  min(D, length(C) - FuncR(Xi-1.0+ pT/80.0));

                return min(1.0, D);
            }
            fixed4 frag(v2f i) : SV_Target
            {
                // Setup:
                fixed2 UV = 2.0*(i.uv.xy - 1/2.0) / min(1, 1);  
                
                // Render:
                fixed3 Color= BackColor;

                [unroll(100)]
                for(fixed J=0.0; J<=1.0; J+=0.2)
                {
                    // Cloud Layer: 
                    fixed Lt =  _Time.y*(0.5  + 2.0*J)*(1.0 + 0.1*sin(226.0*J)) + 17.0*J;
                    fixed2 Lp = fixed2(0.0, 0.3+1.5*( J - 0.5));
                    fixed L = Layer(UV + Lp, Lt);

                    // Blur and color:
                    fixed Blur = 4.0*(0.5*abs(2.0 - 5.0*J))/(11.0 - 5.0*J);

                    fixed V = lerp( 0.0, 1.0, 1.0 - smoothstep( 0.0, 0.01 +0.2*Blur, L ) );
                    fixed3 Lc=  lerp( CloudColor, fixed3(1.0,1.0,1.0), J);

                    Color =lerp(Color, Lc,  V);
                }
                return  (fixed4(Color, 1.0) + fixed4(0,0.5,0.5,0)) * _color;
            }
            ENDCG
        }
    }
}
相关实践学习
基于Hologres轻松玩转一站式实时仓库
本场景介绍如何利用阿里云MaxCompute、实时计算Flink和交互式分析服务Hologres开发离线、实时数据融合分析的数据大屏应用。
阿里云实时数仓实战 - 项目介绍及架构设计
课程简介 1)学习搭建一个数据仓库的过程,理解数据在整个数仓架构的从采集、存储、计算、输出、展示的整个业务流程。 2)整个数仓体系完全搭建在阿里云架构上,理解并学会运用各个服务组件,了解各个组件之间如何配合联动。 3&nbsp;)前置知识要求 &nbsp; 课程大纲 第一章&nbsp;了解数据仓库概念 初步了解数据仓库是干什么的 第二章&nbsp;按照企业开发的标准去搭建一个数据仓库 数据仓库的需求是什么 架构 怎么选型怎么购买服务器 第三章&nbsp;数据生成模块 用户形成数据的一个准备 按照企业的标准,准备了十一张用户行为表 方便使用 第四章&nbsp;采集模块的搭建 购买阿里云服务器 安装 JDK 安装 Flume 第五章&nbsp;用户行为数据仓库 严格按照企业的标准开发 第六章&nbsp;搭建业务数仓理论基础和对表的分类同步 第七章&nbsp;业务数仓的搭建&nbsp; 业务行为数仓效果图&nbsp;&nbsp;
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