Может быть я что-то напутал )).
В таком виде не несет особой пользы человечеству.
Синтаксис:
Используется glsl
/// Портировано с http://www.iquilezles.org/apps/shadertoy/
/// "Information: 'Star' by iq (2009) A GLSL version of the oldschool 2D deformation effect"
Shader "Star" {
Properties {
_Tex0 ("Tex 0", 2D) = "white" {}
_TimeT ("Time", Float) = 0.5
_X ("Scale X", Float) = 0.5
_Y ("Scale Y", Float) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
sampler2D _Tex0;
float _X;
float _Y;
float _TimeT;
struct Input {
float2 uv_Tex0;
};
void surf (Input IN, inout SurfaceOutput o) {
float2 uv;
float2 p = -1.0 + 2.0 * IN.uv_Tex0.xy / float2(_X,_Y).xy;
float a = atan2(p.y,p.x);
float r = sqrt(dot(p,p));
float s = r * (1.0+0.8*cos(_TimeT*1.0));
uv.x = .02*p.y+.03*cos(-_TimeT+a*3.0)/s;
uv.y = .1*_TimeT +.02*p.x+.03*sin(-_TimeT+a*3.0)/s;
float w = .9 + pow(max(1.5-r,0.0),4.0);
w*=0.6+0.4*cos(_TimeT+3.0*a);
float3 col = tex2D(_Tex0,uv).rgb;
half4 color = half4(col*w,1.0);
o.Albedo = color.rgb;
o.Alpha = color.a;
}
ENDCG
}
FallBack "Diffuse"
}
/// "Information: 'Star' by iq (2009) A GLSL version of the oldschool 2D deformation effect"
Shader "Star" {
Properties {
_Tex0 ("Tex 0", 2D) = "white" {}
_TimeT ("Time", Float) = 0.5
_X ("Scale X", Float) = 0.5
_Y ("Scale Y", Float) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
sampler2D _Tex0;
float _X;
float _Y;
float _TimeT;
struct Input {
float2 uv_Tex0;
};
void surf (Input IN, inout SurfaceOutput o) {
float2 uv;
float2 p = -1.0 + 2.0 * IN.uv_Tex0.xy / float2(_X,_Y).xy;
float a = atan2(p.y,p.x);
float r = sqrt(dot(p,p));
float s = r * (1.0+0.8*cos(_TimeT*1.0));
uv.x = .02*p.y+.03*cos(-_TimeT+a*3.0)/s;
uv.y = .1*_TimeT +.02*p.x+.03*sin(-_TimeT+a*3.0)/s;
float w = .9 + pow(max(1.5-r,0.0),4.0);
w*=0.6+0.4*cos(_TimeT+3.0*a);
float3 col = tex2D(_Tex0,uv).rgb;
half4 color = half4(col*w,1.0);
o.Albedo = color.rgb;
o.Alpha = color.a;
}
ENDCG
}
FallBack "Diffuse"
}