Shader "Unlit/Voronoi"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_TileNum("TileNum", float) = 5
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _TileNum;
#define HASHSCALE3 float3(.1031, .1030, .0973)
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float2 hash22(float2 p)
{
float3 p3 = frac(float3(p.xyx) * HASHSCALE3);
p3 += dot(p3, p3.yzx + 19.19);
return frac((p3.xx + p3.yz)*p3.zy);
}
float wnoise(float2 p,float time) {
float2 n = floor(p);
float2 f = frac(p);
float md = 5.0;
float2 m = float2(0.,0.);
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
float2 g = float2(i, j);
float2 o = hash22(n + g);
o = 0.5 + 0.5*sin(time + 6.28*o);
float2 r = g + o - f;
float d = dot(r, r);
if (d < md) {
md = d;
m = n + g + o;
}
}
}
return md;
}
fixed4 frag(v2f i) : SV_Target
{
float2 uv = _TileNum * i.uv;
float time = _Time.y;
float val = wnoise(uv,time);
return float4(val,val,val,1.0);
}
ENDCG
}
}
}
本人qq:344810449,欢迎探讨研究。
有unity,shader,小程序等需求也可以联系本人,非常乐于助人。
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作者:unity游侠
链接:https://blog.csdn.net/y90o08u28/article/details/87862344
来源:CSDN
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