Created
January 21, 2020 12:36
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Plexus Particles for Unreal Engine 4 (based on work of eclmist)
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struct Functions | |
{ | |
float distLine(float2 p, float2 a, float2 b) { | |
float2 ap = p - a; | |
float2 ab = b - a; | |
float aDotB = clamp(dot(ap, ab) / dot(ab, ab), 0.0, 1.0); | |
return length(ap - ab * aDotB); | |
} | |
float drawLine(float2 uv, float2 a, float2 b) { | |
float lineF = smoothstep(0.014, 0.01, distLine(uv, a, b)); | |
float dist = length(b-a); | |
return lineF * (smoothstep(1.3, 0.8, dist) * 0.5 + smoothstep(0.04, 0.03, abs(dist - 0.75))); | |
} | |
float n21(float2 i) { | |
i += frac(i * float2(223.64, 823.12)); | |
i += dot(i, i + 23.14); | |
return frac(i.x * i.y); | |
} | |
float2 n22(float2 i) { | |
float x = n21(i); | |
return float2(x, n21(i+x)); | |
} | |
float2 getPoint(float2 id, float2 offset, float iTime) { | |
return offset + sin(n22(id + offset) * iTime * 1.0) * 0.4; | |
} | |
float layer(float2 uv, float iTime) { | |
float m = 0.0; | |
float t = iTime * 2.0; | |
float2 gv = frac(uv) - 0.5; | |
float2 id = floor(uv) - 0.5; | |
float2 p[9]; | |
int i = 0; | |
for (float y = -1.0; y <= 1.0; y++) { | |
for (float x = -1.0; x <= 1.0; x++) { | |
p[i++] = getPoint(id, float2(x,y), iTime); | |
} | |
} | |
for (int j = 0; j < 9; j++) { | |
m += drawLine(gv, p[4], p[j]); | |
float sparkle = 1.0 / pow(length(gv - p[j]), 1.5) * 0.005; | |
m += sparkle * (sin(t + frac(p[j].x) * 12.23) * 0.4 + 0.6); | |
} | |
m += drawLine(gv, p[1], p[3]); | |
m += drawLine(gv, p[1], p[5]); | |
m += drawLine(gv, p[7], p[3]); | |
m += drawLine(gv, p[7], p[5]); | |
return m; | |
} | |
}; | |
Functions f; | |
float2 uv = fragCoord - float2(0.5, 0.5) * iScale; | |
float3 c = sin(iTime * 2.0 * float3(.234, .324,.768)) * 0.4 + 0.6; | |
float3 col = float3(0.0,0.0,0.0); | |
c.x += (uv.x + 0.5); | |
col += pow(-uv.y + 0.5, 5.0) * c; | |
float m = 0.0; | |
float x = sin(iTime * 0.1); | |
float y = cos(iTime * 0.2); | |
float2x2 rotMat = float2x2(x, y, -y, x); | |
uv = mul(rotMat, uv); | |
for (float i = 0.0; i <= 1.0; i+= 1.0/4.0) { | |
float z = frac(i + iTime * 0.05); | |
float size = lerp(15.0, .1, z) * 1.50; | |
float fade = smoothstep(0.0, 1.0, z) * smoothstep(1.0, 0.9, z); | |
m += f.layer((size * uv) + i * 10.0, iTime) * fade; | |
} | |
col += m * c; | |
return float4(col,1.0); |
Author
ufna
commented
Jan 21, 2020
Great work! :O I'm a total noob when it comes to HLSL, I tried to modify a bit, but failed miserably! ;)
I need to control the number of initial "spawned" points, get a simple "black and white" version on black background and play with standard shaders + Blueprints from there... could you give me some hints? :) Thx!
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