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Shader "Custom/QuaternionTest" {
Properties {
_AX("axis", Vector) = (0,0,0,0)
_TH("theta", Float) = 0
}
CGINCLUDE
#include "UnityCG.cginc"
#define PI 3.1416
@ArieLeo
ArieLeo / TileAnimattor.shader
Created December 22, 2015 06:46 — forked from sugi-cho/TileAnimattor.shader
タイルアニメーションする、シェーダ
Shader "Custom/TextureSheetAnimator" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_TileX ("tile x", Float) = 1
_TileY ("tile y", Float) = 1
_T ("t",float) = 0
}
CGINCLUDE
#include "UnityCG.cginc"
Shader "Custom/surfaceBillbord" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert vertex:vert
@ArieLeo
ArieLeo / LIC.shader
Created December 22, 2015 06:50 — forked from mattatz/LIC.shader
Simple Line Integral Convolution shader for Unity.
Shader "Mattaz/LIC" {
Properties {
_VectorFieldTex ("Vector Field Texture", 2D) = "white" {}
_NoiseTex ("Noise Texture", 2D) = "white" {}
_FlowLength ("Flow Length", int) = 10
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
@ArieLeo
ArieLeo / Curved.shader
Created December 22, 2015 06:52 — forked from grimmdev/Curved.shader
Subway Surfer like Curved World Shader for Unity
Shader "Custom/Curved" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_QOffset ("Offset", Vector) = (0,0,0,0)
_Dist ("Distance", Float) = 100.0
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass
{
@ArieLeo
ArieLeo / AnaglyphEffect.cs
Created December 22, 2015 06:53 — forked from bzgeb/AnaglyphEffect.cs
Accidental anaglyph 3d shader
Shader "Hidden/Anaglyph Effect" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
@ArieLeo
ArieLeo / StencilSample.shader
Created December 22, 2015 06:56 — forked from mattatz/StencilSample.shader
Example of stencil shader to draw a simple outline for Unity.
Shader "Mattatz/StencilSample" {
Properties {
_Outline ("Outline Length", Range(0.0, 1.0)) = 0.2
_Color ("Color", Color) = (0.8, 0.8, 0.8, 1.0)
_OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1.0)
}
@ArieLeo
ArieLeo / AntiAliasedPointSampled.shader
Created December 22, 2015 06:56 — forked from tiagosr/AntiAliasedPointSampled.shader
Unity3D point-sampled shader with subpixel multisampling
Shader "esque.ma/Anti-Aliased Point-Sampled"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Feather ("Feather", Range(0.1, 0.9)) = 0.25
_Ratio ("Ratio", Range(0.0, 0.25)) = 0.15
}
SubShader
{
@ArieLeo
ArieLeo / GlitchEffect.shader
Created December 22, 2015 07:01 — forked from keiranlovett/GlitchEffect.shader
Unity: Glitch Effect
// This work is licensed under a Creative Commons Attribution 3.0 Unported License.
// http://creativecommons.org/licenses/by/3.0/deed.en_GB
//
// You are free:
//
// to copy, distribute, display, and perform the work
// to make derivative works
// to make commercial use of the work
@ArieLeo
ArieLeo / unity: wind
Created December 22, 2015 07:02 — forked from keiranlovett/unity: wind
Custom Wind Script = random rotation around world.space
using UnityEngine;
using System.Collections;
public class windController : MonoBehaviour {
//TODO
//1) Inwards / Outwards Direction
float t;
int direction = 1; //Direction of rotation the wind object makes