14
2011
Plasma shader testing.. (v2)
Testing some shaders. Trying to convert a plasma GLSL shader to unity.. not working properly yet.
(and still looking for a good shader tutorial for beginner..: / )
The main code should be under fragment shader I guess..(?)
The original GLSL shader doesnt give any error in Unity, but I guess you cannot view those shaders in editor?
(it says: no subshaders can run on this graphics card..)
Shader "mShaders/mplasma2" { Properties { _Anim("Time", Float) = 0 _ResX("ResX", Float) = 32 _ResY("ResY", Float) = 32 } SubShader { Tags {Queue = Geometry} // Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float _ResX; uniform float _ResY; uniform float _Anim; struct v2f { float4 pos : POSITION; float4 color : COLOR0; float4 fragPos : COLOR1; }; v2f vert (appdata_base v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.fragPos = o.pos; // main code: ***original shader by: 'Plasma' by Viktor Korsun (2011) float x = o.pos.x; float y = o.pos.y; float mov0 = x+y+cos(sin(_Anim)*2.)*100.+sin(x/100.)*1000.; float mov1 = y / _ResX / 0.2 + _Anim; float mov2 = x / _ResY / 0.2; float c1 = abs(sin(mov1+_Anim)/2.+mov2/2.-mov1-mov2+_Anim); float c2 = abs(sin(c1+sin(mov0/1000.+_Anim)+sin(y/40.+_Anim)+sin((x+y)/100.)*3.)); float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.))); o.color = float4 (c1, c2, c3, 0.5); return o; } half4 frag (v2f i) : COLOR { float4 outColor = i.color; outColor.a = float4(1,1,1,1); return outColor; } ENDCG } } FallBack "VertexLit" }
*UPDATE#1
Now I got the main code as pixel shader,
much better, but still not same as original..
Had to add line “#pragma target 3.0”,
without it you get error “Instruction limit .. exceeded; .. instructions needed to compile program”
Shader "mShaders/mplasma3" { Properties { _Anim("Time", Float) = 0 _ResX("_ResX", Float) = 128 _ResY("_ResY", Float) = 128 } SubShader { Tags {Queue = Geometry} Pass { CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float _ResX; uniform float _ResY; uniform float _Anim; struct v2f { float4 pos : POSITION; float4 color : COLOR0; float4 fragPos : COLOR1; }; v2f vert (appdata_base v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.fragPos = o.pos; o.color = float4 (1.0, 1.0, 1.0, 1); return o; } half4 frag (v2f i) : COLOR { float4 outColor = i.color; // main code, *original shader by: 'Plasma' by Viktor Korsun (2011) float x = i.fragPos.x; float y = i.fragPos.z; float mov0 = x+y+cos(sin(_Anim)*2.)*100.+sin(x/100.)*1000.; float mov1 = y / _ResY / 0.2 + _Anim; float mov2 = x / _ResX / 0.2; float c1 = abs(sin(mov1+_Anim)/2.+mov2/2.-mov1-mov2+_Anim); float c2 = abs(sin(c1+sin(mov0/1000.+_Anim)+sin(y/40.+_Anim)+sin((x+y)/100.)*3.)); float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.))); outColor.rgba = float4(c1,c2,c3,1); return outColor; } ENDCG } } FallBack "VertexLit" }
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Change the variable “_Anim” to “_Time[1]” gave me the perfect plasma effect. Thanks!
half4 frag (v2f i) : COLOR {
float4 outColor = i.color;
// main code, *original shader by: ‘Plasma’ by Viktor Korsun (2011)
float x = i.fragPos.x;
float y = i.fragPos.z;
float mov0 = x+y+cos(sin(_Time[1]/10)*2.)*100.+sin(x/100.)*1000.;
float mov1 = y / _ResY / 0.2 + _Time[1];
float mov2 = x / _ResX / 0.2;
float c1 = abs(sin(mov1+_Time[1])/2.+mov2/2.-mov1-mov2+_Time[1]);
float c2 = abs(sin(c1+sin(mov0/1000.+_Time[1])+sin(y/40.+_Time[1])+sin((x+y)/100.)*3.));
float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.)));
outColor.rgba = float4(c1,c2,c3,0.5);
return outColor;
}
some gradient color example shaders here:
http://docs.unity3d.com/Documentation/Components/SL-VertexFragmentShaderExamples.html
some interesting shader effects here also (free)
http://forum.unity3d.com/threads/220460-Aubergines-Backgrounds-%28Free-stuff%29