Created
March 10, 2024 05:52
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Unity shader on https://youtu.be/lsAlFKXAMjM
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Shader "Unlit/PolyRhythmVisualizer" { | |
Properties { | |
_TimeCode ("Input Time", Float) = 0 | |
_OuterRingFreq ("Outer Ring Frequency", Float) = 1 | |
_InnerRingFreq ("Inner Ring Frequency", Float) = 0.922 | |
_RingCount ("Ring Count", Int) = 35 | |
_VibrantFreq ("Vibrant Frequency", Float) = 2 | |
_Vibrant ("Vibrant", Range(0, 1)) = 0.5 | |
_Decay ("Decay", Range(0, 10)) = 2 | |
[Header(Cosine Gradiant)] | |
_Offset ("Offset", Vector) = (0.5, 0.5, 0.5, 0) | |
_Amp ("Amplitude", Vector) = (0.25, 0.25, 0.25, 0) | |
_Freq ("Frequency", Vector) = (0.7, 0.7, 0.7, 0) | |
_Phase ("Phase", Vector) = (0, 0.75, 0.25, 0) | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
#define PI2 6.28318530718 | |
struct appdata { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f { | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
float _TimeCode; | |
float _OuterRingFreq, _InnerRingFreq; | |
int _RingCount; | |
float _VibrantFreq; | |
float3 _Offset; | |
float3 _Amp; | |
float3 _Freq; | |
float3 _Phase; | |
float _Vibrant; | |
float _Decay; | |
half3 cosineGradiant(float v, float3 offset, float3 amp, float3 freq, float3 phase) { | |
return offset + amp * cos(PI2 * (freq * v + phase)); | |
} | |
float signedCircularDistance(float a, float b) { | |
a = frac(a); | |
b = frac(b); | |
if (b < a) b++; | |
return b - a; | |
} | |
v2f vert (appdata v) { | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
half3 calcColor (float2 uv) { | |
uv -= 0.5; | |
float angle = atan2(uv.x, uv.y) / PI2; | |
float distance = length(uv) * 2; | |
float steppedDistance = floor(distance * _RingCount) / _RingCount; | |
float t = lerp(_OuterRingFreq, _InnerRingFreq, steppedDistance) * _TimeCode; | |
float f = floor(_RingCount * 8 * steppedDistance + 4); | |
t = signedCircularDistance(t, angle); | |
return cosineGradiant(steppedDistance, _Offset, _Amp, _Freq, _Phase) * | |
max(0.01, pow(t, 4 + 4 * (steppedDistance + 1) * _Decay)) * | |
step(distance, 1) * | |
step(0.2, frac(distance * _RingCount)) * | |
(4 - _Vibrant * frac(_TimeCode * _VibrantFreq) * 3); | |
} | |
half4 frag (v2f i) : SV_Target { | |
half4 col = half4(0, 0, 0, 1); | |
float2 dd = float2(ddx(i.uv.x), ddy(i.uv.y)); | |
col.rgb = ( | |
calcColor(i.uv) + ( | |
calcColor(i.uv + float2( dd.x, 0)) + | |
calcColor(i.uv + float2(-dd.x, 0)) + | |
calcColor(i.uv + float2(0, dd.y)) + | |
calcColor(i.uv + float2(0, -dd.y)) | |
) * 0.5 + ( | |
calcColor(i.uv + dd * 0.707) + | |
calcColor(i.uv - dd * 0.707) + | |
calcColor(i.uv + float2(dd.x, -dd.y) * 0.707) + | |
calcColor(i.uv + float2(-dd.x, dd.y) * 0.707) | |
) * 0.25 | |
) * 0.333333; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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