Oct
25
2012
25
2012
Radar Shader
An article by mgear
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Converted this shader to Unity. (again didnt came out the same as the original..but almost)
Webplayer:
http://unitycoder.com/upload/demos/radar_shader_unity/
Shader Source:
// original shader: http://glsl.heroku.com/e#4190.1 // converted to unity - mgear - http://unitycoder.com/blog Shader "mShaders/Radar1" { Properties { tex ("Texture (RGB)", 2D) = "white" {} resolution("resolution", Vector) = (1,1,0,0) //mouse("mouse", Vector) = (1,1,0,0) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma target 3.0 #pragma surface surf Lambert #define GRID_SIZE 32 #define PI 3.1416 uniform float2 resolution; //uniform float2 mouse; //uniform float time; //uniform sampler2D tex; struct Input { float2 uvtex; }; float3 color(float d) { return d * float3(0, 1, 0); } int mod(int a, int b) { return a - ((a / b) * b); } void surf (Input IN, inout SurfaceOutput o) { float time = _Time.x*10; float2 p = (-1.0 + 2.0 * ((IN.uvtex.xy) / resolution.xy)); //p -= (2.0 * mouse.xy) - vec2(1.0); p.x *= (resolution.x / resolution.y); float2 uv; float a = (atan2(p.y,p.x) + time); float r = sqrt(dot(p,p)); uv.x = 0.1/r; uv.y = a/(PI); float len = dot(p,p); float3 col = color(pow(frac(uv.y / -2.0), 15.0)); if (len > 0.7) col = float3(0.8,0.8,0.8); if (len > 0.73) col = float3(0,0,0); bool grid_x = mod(int(IN.uvtex.x) - int(resolution.x / 2.0), GRID_SIZE) == 0; bool grid_y = mod(int(IN.uvtex.y) - int(resolution.y / 2.0), GRID_SIZE) == 0; if (len < 0.7) { if (grid_x || grid_y) col += color(0.1); if (grid_x && grid_y) col += color(1.0); } half4 c = float4(col, 1.0); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
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