// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Shadertoy/Template" {
Properties{
iMouse("Mouse Pos", Vector) = (100, 100, 0, 0)
iChannel0("iChannel0", 2D) = "white" {}
iChannelResolution0("iChannelResolution0", Vector) = (100, 100, 0, 0)
}
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;
fixed4 iChannelResolution0;
struct v2f {
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.scrPos = ComputeScreenPos(o.pos);
return o;
}
//https://www.shadertoy.com/view/4d2fWV
vec4 main(vec2 fragCoord);
fixed4 frag(v2f _iParam) : COLOR0{
vec2 fragCoord = gl_FragCoord;
return main(gl_FragCoord);
}
vec4 main(vec2 fragCoord) {
fragCoord.y /= iResolution.y;
fragCoord.y += tan(_Time.y + tan(fragCoord.x) + sin(.2 * fragCoord.x));
//return vec4(1, 1, 1, 1);
return vec4(0., .3 + (fragCoord.y < 0. ? 0. : 1. - fragCoord.y * 3.), 0., 1.);
}
ENDCG
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
}
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/fontRain" {
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 300
pass {
Cull Back
//Lighting On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define R frac(43.*sin(p.x*73.+p.y*8.))
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
sampler2D _MainTex;
float4 _MainTex_ST;
float uvOffset;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float3 color : TEXCOORD1;
};
v2f vert(a2v v) {
v2f o; o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = ShadeVertexLights(v.vertex, v.normal);
return o;
}
#define PIXELATION 50.
#define PIXELATE(uv) floor((uv)*PIXELATION)/PIXELATION
//uv.y = uv.y / fragCoord.y;
//uv.y += tan(iTime + tan(uv.x*50.1) + sin(0.2 * uv.x));
//fragColor = vec4(0., .3 + (uv.y < 0. ? 0. : 1. - uv.y * 3.), 0., 1.);
//p.y /= iResolution.y;
//p.y += tan(iTime + tan(p.x) + sin(.2 * p.x));
//o = vec4(0., .3 + (p.y < 0. ? 0. : 1. - p.y * 3.), 0., 1.);
float4 frag(v2f i) : COLOR{
float4 c;
float a = i.uv.y;
float2 uv = i.uv;
//这个是和屏幕面积相关的 尤其注意必须在2d模式下光看 还有物体的缩放之类都对这个shader产生很大影响
//i.uv.y = i.uv.y /_ScreenParams.y*1000;
i.uv.y = i.uv.y /1000;
//i.uv.y += tan(_Time.y+tan(i.uv.x*50.1) + sin(0.2 * i.uv.x*50.1));
i.uv.y += tan(_Time.y+tan(i.uv.x*1000) + sin(0.2 * i.uv.x));
c = float4(0., .3 + (i.uv.y < 0. ? 0. : 1. - i.uv.y * 3.), 0., 1.);
//floor((col.x + vd / (lvlsR))*(lvlsR)+0.5) / (lvlsR),
//c.y = float4(floor(c.y +5)/10, 0, 0,1);
/*c.xy = _ScreenParams.xy/500;
c.xy = floor(20.*(uv + uv - (c.xy)) / c.y);
c.y -= c.x*cos(c.x);*/
//float pixelBorder = step(pixelNumber.x, borderSize) * step(pixelNumber.y, borderSize) * step(borderSize * 2.0 + 1.0, tileSize);
//c = float4(smoothstep(0.5,0.51,i.uv.x), 0,0.,1.);
return float4(0,c.y,0,1);
}
ENDCG
}
/*Pass{
Blend One Zero
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
fixed4 frag(v2f_img i) : COLOR
{
return fixed4(1,0,0,1);
}
ENDCG
}*/
}FallBack "Diffuse"
}