{"id":324,"date":"2011-12-14T22:45:41","date_gmt":"2011-12-14T19:45:41","guid":{"rendered":"http:\/\/unitycoder.com\/blog\/?p=324"},"modified":"2011-12-16T23:10:09","modified_gmt":"2011-12-16T20:10:09","slug":"plasma-shader-testing","status":"publish","type":"post","link":"https:\/\/unitycoder.com\/blog\/2011\/12\/14\/plasma-shader-testing\/","title":{"rendered":"Plasma shader testing.. (v2)"},"content":{"rendered":"<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"326\" data-permalink=\"https:\/\/unitycoder.com\/blog\/2011\/12\/14\/plasma-shader-testing\/shadertest1\/\" data-orig-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2011\/12\/shadertest1.jpg?fit=680%2C396&amp;ssl=1\" data-orig-size=\"680,396\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"shadertest1\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2011\/12\/shadertest1.jpg?fit=680%2C396&amp;ssl=1\" class=\"alignnone size-full wp-image-326\" title=\"shadertest1\" src=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2011\/12\/shadertest1.jpg?resize=680%2C396\" alt=\"\" width=\"680\" height=\"396\" srcset=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2011\/12\/shadertest1.jpg?w=680&amp;ssl=1 680w, https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2011\/12\/shadertest1.jpg?resize=300%2C174&amp;ssl=1 300w\" sizes=\"auto, (max-width: 680px) 100vw, 680px\" \/><\/p>\n<p>Testing some shaders. Trying to convert a plasma GLSL shader to unity.. not working properly yet.<br \/>\n(and still looking for a good shader tutorial for beginner..: \/ )<\/p>\n<p>The main code should be under fragment shader I guess..(?)<br \/>\nThe original GLSL shader doesnt give any error in Unity, but I guess you cannot view those shaders in editor?<br \/>\n(it says: no subshaders can run on this graphics card..)<\/p>\n<pre class=\"brush: jscript; title: ; notranslate\" title=\"\">Shader &quot;mShaders\/mplasma2&quot;\r\n{\r\nProperties\r\n{\r\n_Anim(&quot;Time&quot;, Float) = 0\r\n_ResX(&quot;ResX&quot;, Float) = 32\r\n_ResY(&quot;ResY&quot;, Float) = 32\r\n}\r\nSubShader\r\n{\r\nTags {Queue = Geometry}\r\n\/\/\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Cull Off\r\n\r\nPass\r\n{\r\nCGPROGRAM\r\n#pragma vertex vert\r\n#pragma fragment frag\r\n\r\n#include &quot;UnityCG.cginc&quot;\r\n\r\nuniform float _ResX;\r\nuniform float _ResY;\r\nuniform float _Anim;\r\n\r\nstruct v2f {\r\nfloat4 pos : POSITION;\r\nfloat4 color : COLOR0;\r\nfloat4 fragPos : COLOR1;\r\n};\r\n\r\nv2f vert (appdata_base v)\r\n{\r\nv2f o;\r\no.pos = mul (UNITY_MATRIX_MVP, v.vertex);\r\no.fragPos = o.pos;\r\n\r\n\/\/ main code: ***original shader by: 'Plasma' by Viktor Korsun (2011)\r\nfloat x = o.pos.x;\r\nfloat y = o.pos.y;\r\nfloat mov0 = x+y+cos(sin(_Anim)*2.)*100.+sin(x\/100.)*1000.;\r\nfloat mov1 = y \/ _ResX \/ 0.2 + _Anim;\r\nfloat mov2 = x \/ _ResY \/ 0.2;\r\nfloat c1 = abs(sin(mov1+_Anim)\/2.+mov2\/2.-mov1-mov2+_Anim);\r\nfloat c2 = abs(sin(c1+sin(mov0\/1000.+_Anim)+sin(y\/40.+_Anim)+sin((x+y)\/100.)*3.));\r\nfloat c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x\/1000.)));\r\n\r\no.color = float4 (c1, c2, c3, 0.5);\r\nreturn o;\r\n}\r\n\r\nhalf4 frag (v2f i) : COLOR\r\n{\r\nfloat4 outColor = i.color;\r\noutColor.a = float4(1,1,1,1);\r\nreturn outColor;\r\n}\r\nENDCG\r\n\r\n}\r\n}\r\nFallBack &quot;VertexLit&quot;\r\n}<\/pre>\n<p><strong>*UPDATE#1<\/strong><br \/>\nNow I got the main code as pixel shader,<br \/>\nmuch better, but still not same as original..<\/p>\n<p>Had to add line &#8220;#pragma target 3.0&#8221;,<br \/>\nwithout it you get error &#8220;Instruction limit .. exceeded; .. instructions needed to compile program&#8221;<\/p>\n<pre class=\"brush: jscript; title: ; notranslate\" title=\"\">\r\nShader &quot;mShaders\/mplasma3&quot;\r\n{\r\nProperties\r\n{\r\n_Anim(&quot;Time&quot;, Float) = 0\r\n_ResX(&quot;_ResX&quot;, Float) = 128\r\n_ResY(&quot;_ResY&quot;, Float) = 128\r\n}\r\nSubShader\r\n{\r\nTags {Queue = Geometry}\r\nPass\r\n{\r\nCGPROGRAM\r\n#pragma target 3.0\r\n#pragma vertex vert\r\n#pragma fragment frag\r\n#include &quot;UnityCG.cginc&quot;\r\n\r\nuniform float _ResX;\r\nuniform float _ResY;\r\nuniform float _Anim;\r\n\r\nstruct v2f {\r\nfloat4 pos : POSITION;\r\nfloat4 color : COLOR0;\r\nfloat4 fragPos : COLOR1;\r\n};\r\n\r\nv2f vert (appdata_base v)\r\n{\r\nv2f o;\r\no.pos = mul (UNITY_MATRIX_MVP, v.vertex);\r\no.fragPos = o.pos;\r\no.color = float4 (1.0, 1.0, 1.0, 1);\r\nreturn o;\r\n}\r\n\r\nhalf4 frag (v2f i) : COLOR\r\n{\r\nfloat4 outColor = i.color;\r\n\/\/ main code, *original shader by: 'Plasma' by Viktor Korsun (2011)\r\nfloat x = i.fragPos.x;\r\nfloat y = i.fragPos.z;\r\nfloat mov0 = x+y+cos(sin(_Anim)*2.)*100.+sin(x\/100.)*1000.;\r\nfloat mov1 = y \/ _ResY \/ 0.2 + _Anim;\r\nfloat mov2 = x \/ _ResX \/ 0.2;\r\nfloat c1 = abs(sin(mov1+_Anim)\/2.+mov2\/2.-mov1-mov2+_Anim);\r\nfloat c2 = abs(sin(c1+sin(mov0\/1000.+_Anim)+sin(y\/40.+_Anim)+sin((x+y)\/100.)*3.));\r\nfloat c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x\/1000.)));\r\noutColor.rgba = float4(c1,c2,c3,1);\r\nreturn outColor;\r\n}\r\nENDCG\r\n}\r\n}\r\nFallBack &quot;VertexLit&quot;\r\n}\r\n<\/pre>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":326,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[13,3],"tags":[80,81,14],"class_list":["post-324","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-shaders","category-unity3d","tag-plasma","tag-rainbow","tag-shader"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2011\/12\/shadertest1.jpg?fit=680%2C396&ssl=1","jetpack_shortlink":"https:\/\/wp.me\/p1KTaT-5e","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/324","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/comments?post=324"}],"version-history":[{"count":7,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/324\/revisions"}],"predecessor-version":[{"id":328,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/324\/revisions\/328"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/media\/326"}],"wp:attachment":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/media?parent=324"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/categories?post=324"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/tags?post=324"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}