Shader "Custom/GlitterShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _NoiseSizeCoeff("_NoiseSizeCoeff (Bigger => larger glitter spots)", Float) = 0.61 _NoiseDensity("NoiseDensity (Bigger => larger glitter spots)", Float) = 53.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; fixed3 mod289(fixed3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } fixed4 mod289(fixed4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } fixed4 permute(fixed4 x) { return mod289(((x*34.0)+1.0)*x); } fixed4 taylorInvSqrt(fixed4 r) { return 1.79284291400159 - 0.85373472095314 * r; } //FIXME: make as parameter float _NoiseSizeCoeff; // Bigger => larger glitter spots float _NoiseDensity; // Bigger => larger glitter spots static const fixed2 C = fixed2(1.0/6.0, 1.0/3.0) ; static const fixed4 D = fixed4(0.0, 0.5, 1.0, 2.0); float snoise(fixed3 v) { // First corner fixed3 i = floor(v + dot(v, C.yyy) ); fixed3 x0 = v - i + dot(i, C.xxx) ; // Other corners fixed3 g = step(x0.yzx, x0.xyz); fixed3 l = 1.0 - g; fixed3 i1 = min( g.xyz, l.zxy ); fixed3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; fixed3 x1 = x0 - i1 + C.xxx; fixed3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y fixed3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); fixed4 p = permute( permute( permute( i.z + fixed4(0.0, i1.z, i2.z, 1.0 )) + i.y + fixed4(0.0, i1.y, i2.y, 1.0 )) + i.x + fixed4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 fixed3 ns = n_ * D.wyz - D.xzx; fixed4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) fixed4 x_ = floor(j * ns.z); fixed4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) fixed4 x = x_ *ns.x + ns.yyyy; fixed4 y = y_ *ns.x + ns.yyyy; fixed4 h = 1.0 - abs(x) - abs(y); fixed4 b0 = fixed4( x.xy, y.xy ); fixed4 b1 = fixed4( x.zw, y.zw ); fixed4 s0 = floor(b0)*2.0 + 1.0; fixed4 s1 = floor(b1)*2.0 + 1.0; fixed4 sh = -step(h, fixed4(0.0)); fixed4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; fixed4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; fixed3 p0 = fixed3(a0.xy,h.x); fixed3 p1 = fixed3(a0.zw,h.y); fixed3 p2 = fixed3(a1.xy,h.z); fixed3 p3 = fixed3(a1.zw,h.w); // Normalise gradients fixed4 norm = taylorInvSqrt(fixed4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value fixed4 m = max(_NoiseSizeCoeff - fixed4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return _NoiseDensity * dot( m*m, fixed4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } fixed3 linearLight( fixed3 s, fixed3 d ) { return 2.0 * s + d - 1.0; } sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); fixed3 pos = fixed3(i.uv * fixed2( 3. , 1.) - fixed2(0., _Time.y * .00005), _Time.y * .006); float n = smoothstep(.50, 1.0, snoise(pos * 80.)) * 8.; fixed3 noiseGreyShifted = min((fixed3(n) + 1.) / 3. + .3, fixed3(1.)) * .91; col = fixed4(linearLight(noiseGreyShifted, col), 1.0); return col; } ENDCG } } }