Скрипт для передачи текущего времени в шейдер:
Синтаксис:
Используется csharp
using UnityEngine;
using System.Collections;
public class TimeToShader : MonoBehaviour {
public float timeScale = 1f;
void Update ()
{
Time.timeScale = timeScale;
renderer.material.SetFloat("_TimeT", Time.time);
}
}
using System.Collections;
public class TimeToShader : MonoBehaviour {
public float timeScale = 1f;
void Update ()
{
Time.timeScale = timeScale;
renderer.material.SetFloat("_TimeT", Time.time);
}
}
Сам шейдер:
Синтаксис:
Используется glsl
/// Портировано с http://www.iquilezles.org/apps/shadertoy/
/// Information: 'Monjori' by Mic (2009)
///Code for the 1k intro Monjori from the demoscene (http://www.pouet.net/prod.php?which=52761)"
Shader "Monjori" {
Properties {
_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
float _X;
float _Y;
float _TimeT;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
float2 p = -1.0 + 2.0 * IN.uv_MainTex.xy / half2(_X,_Y);
float a = _TimeT*40.0;
float d,e,f,g=1.0/40.0,h,i,r,q;
e=400.0*(p.x*0.5+0.5);
f=400.0*(p.y*0.5+0.5);
i=200.0+sin(e*g+a/150.0)*20.0;
d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
q=f/r;
e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
d=sin(e*g)*176.0+sin(e*g)*164.0+r;
h=((f+d)+a/2.0)*g;
i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
i=fmod(i/5.6,256.0)/64.0;
if(i<0.0) i+=4.0;
if(i>=2.0) i=4.0-i;
d=r/350.0;
d+=sin(d*d*8.0)*0.52;
f=(sin(a*g)+1.0)/2.0;
half4 color=half4(half3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+half3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);
o.Albedo = color.rgb;
o.Alpha = color.a;
}
ENDCG
}
FallBack "Diffuse"
}
/// Information: 'Monjori' by Mic (2009)
///Code for the 1k intro Monjori from the demoscene (http://www.pouet.net/prod.php?which=52761)"
Shader "Monjori" {
Properties {
_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
float _X;
float _Y;
float _TimeT;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
float2 p = -1.0 + 2.0 * IN.uv_MainTex.xy / half2(_X,_Y);
float a = _TimeT*40.0;
float d,e,f,g=1.0/40.0,h,i,r,q;
e=400.0*(p.x*0.5+0.5);
f=400.0*(p.y*0.5+0.5);
i=200.0+sin(e*g+a/150.0)*20.0;
d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
q=f/r;
e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
d=sin(e*g)*176.0+sin(e*g)*164.0+r;
h=((f+d)+a/2.0)*g;
i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
i=fmod(i/5.6,256.0)/64.0;
if(i<0.0) i+=4.0;
if(i>=2.0) i=4.0-i;
d=r/350.0;
d+=sin(d*d*8.0)*0.52;
f=(sin(a*g)+1.0)/2.0;
half4 color=half4(half3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+half3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);
o.Albedo = color.rgb;
o.Alpha = color.a;
}
ENDCG
}
FallBack "Diffuse"
}