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Shadertoy to Unity (GLSL to HLSL)

Last updated at Posted at 2017-07-11

Screenshot (317).png

UPDATE: const >> static const

Screenshot (313).png

ShadertoyにあったロマンティックなシェーダをUnityで動かしてみた。ノイズエフェクトなどでうまくいっていない箇所もあるようにみえる。**(コード修正したのでよさそう)**すでにいくつかの投稿でGLSL->HLSLの変換については触れられているようだ。コードを掲載しているので、texture,mat2などの変換などは参考になるかもしれない。

参考動画

Shader "Custom/warp_shadertoy" {
	Properties{
		/*
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
		*/
	}
	SubShader{
		Tags{ "RenderType" = "Opaque" }
		LOD 200
		Pass{
		CGPROGRAM
		#pragma vertex vert_img
		#pragma fragment frag

		#include "UnityCG.cginc"

		/*
		vec2 hash( vec2 p )
		{
		p = vec2( dot(p,vec2(127.1,311.7)),
		dot(p,vec2(269.5,183.3)) );

		return -1.0 + 2.0*fract(sin(p)*43758.5453123);
		}
		*/
		fixed2 hash(fixed2 p) {
			p = fixed2(dot(p, fixed2(127.1, 311.7)), dot(p, fixed2(269.5, 183.3)));
			return -1.0 + 2.0 * frac(sin(p)*43758.5453123);
		}

		/*
		float noise( in vec2 p )
		{
		static const float K1 = 0.366025404; // (sqrt(3)-1)/2;
		static const float K2 = 0.211324865; // (3-sqrt(3))/6;

		vec2 i = floor( p + (p.x+p.y)*K1 );

		vec2 a = p - i + (i.x+i.y)*K2;
		vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); //vec2 of = 0.5 + 0.5*vec2(sign(a.x-a.y), sign(a.y-a.x));
		vec2 b = a - o + K2;
		vec2 c = a - 1.0 + 2.0*K2;

		vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );

		vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));

		return dot( n, vec3(70.0) );

		}
		*/
		float noise(in fixed2 p)
		{
			const float K1 = 0.366025404;
			const float K2 = 0.211324865;

			fixed2 i = floor(p + (p.x + p.y)*K1);

			fixed2 a = p - i + (i.x + i.y)*K2;
			fixed2 o = (a.x > a.y) ? fixed2(1.0, 0.0) : fixed2(0.0, 1.0);
			fixed2 b = a - o + K2;
			fixed2 c = a - 1.0 + 2.0*K2;

			fixed3 h = max(0.5 - fixed3(dot(a, a), dot(b, b), dot(c, c)), 0.0);

			fixed3 n = h*h*h*h*fixed3(dot(a, hash(i + 0.0)), dot(b, hash(i + o)), dot(c, hash(i + 1.0)));
			return dot(n, fixed3(70.0, 70.0, 70.0));
		}

		static const float2x2 m = float2x2(0.80,  -0.60, 0.60,  0.80);

		/*
		float fbm4( in vec2 p )
		{
		float f = 0.0;
		f += 0.5000*noise( p ); p = m*p*2.02;
		f += 0.2500*noise( p ); p = m*p*2.03;
		f += 0.1250*noise( p ); p = m*p*2.01;
		f += 0.0625*noise( p );
		return f;
		}
		*/
		float fbm4(in fixed2 p)
		{
			float f = 0.0;
			f += 0.5000*noise(p);
			p = mul(p,m)*2.02;
			f += 0.2500*noise(p); 
			p = mul(p, m)*2.03;
			f += 0.1250*noise(p);
			p = mul(p, m)*2.01;
			f += 0.0625*noise(p);
			return f;
		}

		/*
		float fbm6( in vec2 p )
		{
		float f = 0.0;
		f += 0.5000*noise( p ); p = m*p*2.02;
		f += 0.2500*noise( p ); p = m*p*2.03;
		f += 0.1250*noise( p ); p = m*p*2.01;
		f += 0.0625*noise( p ); p = m*p*2.04;
		f += 0.031250*noise( p ); p = m*p*2.01;
		f += 0.015625*noise( p );
		return f;
		}
		*/
		float fbm6(in fixed2 p)
		{
			float f = 0.0;
			f += 0.5000*noise(p);
			p = mul(p, m)*2.02;
			f += 0.2500*noise(p);
			p = mul(p, m)*2.03;
			f += 0.1250*noise(p);
			p = mul(p, m)*2.01;
			f += 0.0625*noise(p);
			p = mul(p, m)*2.04;
			f += 0.031250*noise(p);
			p = mul(p, m)*2.01;
			f += 0.015625*noise(p);
			return f;
		}

		float turb4(in fixed2 p)
		{
			float f = 0.0;
			f += 0.5000*abs(noise(p)); p = mul(p, m)*2.02;
			f += 0.2500*abs(noise(p)); p = mul(p, m)*2.03;
			f += 0.1250*abs(noise(p)); p = mul(p, m)*2.01;
			f += 0.0625*abs(noise(p));
			return f;
		}

		float turb6(in fixed2 p)
		{
			float f = 0.0;
			f += 0.5000*abs(noise(p)); p = mul(p, m)*2.02;
			f += 0.2500*abs(noise(p)); p = mul(p, m)*2.03;
			f += 0.1250*abs(noise(p)); p = mul(p, m)*2.01;
			f += 0.0625*abs(noise(p)); p = mul(p, m)*2.04;
			f += 0.031250*abs(noise(p)); p = mul(p, m)*2.01;
			f += 0.015625*abs(noise(p));
			return f;
		}

		float marble(in fixed2 p)
		{
			return cos(p.x + fbm4(p));
		}

		float wood(in fixed2 p)
		{
			float n = noise(p);
			return n - floor(n);
		}

		float dowarp(in fixed2 q, out fixed2 a, out fixed2 b)
		{
			float ang = 0.;
			ang = 1.2345 * sin(0.015*_Time.y);
			float2x2 m1 = float2x2(cos(ang), sin(ang), -sin(ang), cos(ang));
			ang = 0.2345 * sin(0.021*_Time.y);
			float2x2 m2 = float2x2(cos(ang), sin(ang), -sin(ang), cos(ang));

			a = fixed2(marble(mul(q,m1)), marble(mul(q,m2) + fixed2(1.12, 0.654)));

			ang = 0.543 * cos(0.011*_Time.y);
			m1 = float2x2(cos(ang), sin(ang), -sin(ang), cos(ang));
			ang = 1.128 * cos(0.018*_Time.y);
			m2 = float2x2(cos(ang), sin(ang), -sin(ang), cos(ang));

			//b = fixed2(marble(m2*(q + a)), marble(m1*(q + a)));
			b = fixed2(marble(mul((q+a),m2)), marble((mul((q + a), m1))));

			return marble(q + b + fixed2(0.32, 1.654));
		}


		fixed4 frag(v2f_img i) : SV_Target
		{

			fixed2 uv = (i.uv*_ScreenParams.xy) / _ScreenParams.xy;
			fixed2 q = 2.*uv - 1.;
			//q.y *= _ScreenParams.y / _ScreenParams.x;
			q.y = mul(q.y, (_ScreenParams.y / _ScreenParams.x));

			float Time = 0.1*_Time.y;
			q += fixed2(4.0*sin(Time), 0.);
			//q *= 1.725;
			q = mul(q, 1.725);

			fixed2 a = fixed2(0., 0.);
			fixed2 b = fixed2(0., 0.);
			float f = dowarp(q, a, b);
			f = 0.5 + 0.5*f;

			fixed3 col = fixed3(f, f, f);
			float c = 0.;
			c = f;
			col = fixed3(c, c*c, c*c*c);
			c = abs(a.x);
			col -= fixed3(c*c, c, c*c*c);
			c = abs(b.x);
			col += fixed3(c*c*c, c*c, c);
			//col *= 0.7;
			col = mul(col, 0.7);
			col.x = pow(col.x, 2.18);
			//	col.y = pow(col.y, 1.58);
			col.z = pow(col.z, 1.88);
			col = smoothstep(0., 1., col);
			col = 0.5 - (1.4*col - 0.7)*(1.4*col - 0.7);
			col = 1.25*sqrt(col);
			col = clamp(col, 0., 1.);

			// Vignetting
			//fixed2 r = -1.0 + 2.0*(uv);
			//float vb = max(abs(r.x), abs(r.y));
			//col *= (0.15 + 0.85*(1.0 - exp(-(1.0 - vb)*30.0)));
			//col = mul(col, 0.15 + 0.85*(1.0 - exp(-(1.0 - vb)*30.0)));
			//fragColor = vec4(col, 1.0);
			return fixed4(col.x, col.y, col.z, 1.0);

		}
		ENDCG
		}
	}
	FallBack "Diffuse"
}

/*
//////////////////////////////////////////////////
// XBE
// See Yaw 2 (Yet Yet Another Warping)
// More colorfull version

// Simplex Noise by IQ
vec2 hash( vec2 p )
{
p = vec2( dot(p,vec2(127.1,311.7)),
dot(p,vec2(269.5,183.3)) );

return -1.0 + 2.0*fract(sin(p)*43758.5453123);
}

float noise( in vec2 p )
{
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
const float K2 = 0.211324865; // (3-sqrt(3))/6;

vec2 i = floor( p + (p.x+p.y)*K1 );

vec2 a = p - i + (i.x+i.y)*K2;
vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); //vec2 of = 0.5 + 0.5*vec2(sign(a.x-a.y), sign(a.y-a.x));
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0*K2;

vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );

vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));

return dot( n, vec3(70.0) );

}

const mat2 m = mat2( 0.80,  0.60, -0.60,  0.80 );

float fbm4( in vec2 p )
{
float f = 0.0;
f += 0.5000*noise( p ); p = m*p*2.02;
f += 0.2500*noise( p ); p = m*p*2.03;
f += 0.1250*noise( p ); p = m*p*2.01;
f += 0.0625*noise( p );
return f;
}

float fbm6( in vec2 p )
{
float f = 0.0;
f += 0.5000*noise( p ); p = m*p*2.02;
f += 0.2500*noise( p ); p = m*p*2.03;
f += 0.1250*noise( p ); p = m*p*2.01;
f += 0.0625*noise( p ); p = m*p*2.04;
f += 0.031250*noise( p ); p = m*p*2.01;
f += 0.015625*noise( p );
return f;
}

float turb4( in vec2 p )
{
float f = 0.0;
f += 0.5000*abs(noise(p)); p = m*p*2.02;
f += 0.2500*abs(noise(p)); p = m*p*2.03;
f += 0.1250*abs(noise(p)); p = m*p*2.01;
f += 0.0625*abs(noise(p));
return f;
}

float turb6( in vec2 p )
{
float f = 0.0;
f += 0.5000*abs(noise(p)); p = m*p*2.02;
f += 0.2500*abs(noise(p)); p = m*p*2.03;
f += 0.1250*abs(noise(p)); p = m*p*2.01;
f += 0.0625*abs(noise(p)); p = m*p*2.04;
f += 0.031250*abs(noise(p)); p = m*p*2.01;
f += 0.015625*abs(noise(p));
return f;
}

float marble(in vec2 p)
{
return cos(p.x+fbm4(p));
}

float wood(in vec2 p)
{
float n = noise(p);
return n-floor(n);
}

float dowarp ( in vec2 q, out vec2 a, out vec2 b )
{
float ang=0.;
ang = 1.2345 * sin (0.015*iGlobalTime);
mat2 m1 = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
ang = 0.2345 * sin (0.021*iGlobalTime);
mat2 m2 = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));

a = vec2( marble(m1*q), marble(m2*q+vec2(1.12,0.654)) );

ang = 0.543 * cos (0.011*iGlobalTime);
m1 = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
ang = 1.128 * cos (0.018*iGlobalTime);
m2 = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));

b = vec2( marble( m2*(q + a)), marble( m1*(q + a) ) );

return marble( q + b +vec2(0.32,1.654));
}

// -----------------------------------------------

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 q = 2.*uv-1.;
q.y *= iResolution.y/iResolution.x;

float Time = 0.1*iGlobalTime;
q += vec2( 4.0*sin(Time), 0.);
q *= 1.725;

vec2 a = vec2(0.);
vec2 b = vec2(0.);
float f = dowarp(q, a, b);
f = 0.5+0.5*f;

vec3 col = vec3(f);
float c = 0.;
c = f;
col = vec3(c, c*c, c*c*c);
c = abs(a.x);
col -= vec3(c*c, c, c*c*c);
c = abs(b.x);
col += vec3(c*c*c, c*c, c);
col *= 0.7;
col.x = pow(col.x, 2.18);
//	col.y = pow(col.y, 1.58);
col.z = pow(col.z, 1.88);
col = smoothstep(0., 1., col);
col = 0.5 - (1.4*col-0.7)*(1.4*col-0.7);
col = 1.25*sqrt(col);
col = clamp(col, 0., 1.);

// Vignetting
vec2 r = -1.0 + 2.0*(uv);
float vb = max(abs(r.x), abs(r.y));
col *= (0.15 + 0.85*(1.0-exp(-(1.0-vb)*30.0)));
fragColor = vec4( col, 1.0 );
}
*/
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