|
| 1 | +Shader "Custom/Matrix" |
| 2 | +{ |
| 3 | + Properties |
| 4 | + { |
| 5 | + _Grid ("Grid", range(1, 50.)) = 30. |
| 6 | + _SpeedMax ("Speed Max", range(0, 30.)) = 20. |
| 7 | + _SpeedMin ("Speed Min", range(0, 10.)) = 2. |
| 8 | + _Density ("Density", range(0, 30.)) = 5. |
| 9 | + } |
| 10 | + |
| 11 | + SubShader |
| 12 | + { |
| 13 | + Tags { "RenderType"="Opaque" } |
| 14 | + |
| 15 | + Pass |
| 16 | + { |
| 17 | + CGPROGRAM |
| 18 | + #pragma vertex vert_img |
| 19 | + #pragma fragment frag |
| 20 | + #include "UnityCG.cginc" |
| 21 | + |
| 22 | + float noise(float x) |
| 23 | + { |
| 24 | + return frac(sin(x) * 43758.5453); |
| 25 | + } |
| 26 | + |
| 27 | + float noise(float2 vect) |
| 28 | + { |
| 29 | + return frac(sin(dot(vect, float2(5372.156, 8452.751))) * 1643.268); |
| 30 | + } |
| 31 | + |
| 32 | + float texelValue(float2 ipos, float n){ |
| 33 | + for(float i = 0.; i < 5.; i++){ |
| 34 | + for(float j = 0.; j < 3.; j++) |
| 35 | + { |
| 36 | + if (i == ipos.y && j == ipos.x ) { |
| 37 | + return step(1., fmod(n, 2.)); |
| 38 | + } |
| 39 | + |
| 40 | + n = ceil(n / 2.); |
| 41 | + } |
| 42 | + } |
| 43 | + return 0.; |
| 44 | + } |
| 45 | + |
| 46 | + float _Density; |
| 47 | + |
| 48 | + float char(float2 st, float n){ |
| 49 | + st.x = st.x * 2. - .5; |
| 50 | + st.y = st.y * 1.2 - .1; |
| 51 | + |
| 52 | + float2 ipos = floor(st * float2(3., 5.)); |
| 53 | + |
| 54 | + n = floor(fmod(n, 20. + _Density)); |
| 55 | + |
| 56 | + float digit = 0.0; |
| 57 | + |
| 58 | + if (n < 1. ) { digit = 9712.; } |
| 59 | + else if (n < 2. ) { digit = 21158.0; } |
| 60 | + else if (n < 3. ) { digit = 25231.0; } |
| 61 | + else if (n < 4. ) { digit = 23187.0; } |
| 62 | + else if (n < 5. ) { digit = 23498.0; } |
| 63 | + else if (n < 6. ) { digit = 31702.0; } |
| 64 | + else if (n < 7. ) { digit = 25202.0; } |
| 65 | + else if (n < 8. ) { digit = 30163.0; } |
| 66 | + else if (n < 9. ) { digit = 18928.0; } |
| 67 | + else if (n < 10. ) { digit = 23531.0; } |
| 68 | + else if (n < 11. ) { digit = 29128.0; } |
| 69 | + else if (n < 12. ) { digit = 17493.0; } |
| 70 | + else if (n < 13. ) { digit = 7774.0; } |
| 71 | + else if (n < 14. ) { digit = 31141.0; } |
| 72 | + else if (n < 15. ) { digit = 29264.0; } |
| 73 | + else if (n < 16. ) { digit = 3641.0; } |
| 74 | + else if (n < 17. ) { digit = 31315.0; } |
| 75 | + else if (n < 18. ) { digit = 31406.0; } |
| 76 | + else if (n < 19. ) { digit = 30864.0; } |
| 77 | + else if (n < 20. ) { digit = 31208.0; } |
| 78 | + else { digit = 1.0; } |
| 79 | + |
| 80 | + float tex = texelValue(ipos, digit); |
| 81 | + |
| 82 | + float2 borders = float2(1., 1.); |
| 83 | + borders *= step(0., st) * step(0., 1. - st); |
| 84 | + |
| 85 | + return step(.1, 1. - tex) * borders.x * borders.y; |
| 86 | + } |
| 87 | + |
| 88 | + float _Grid; |
| 89 | + float _SpeedMax; |
| 90 | + float _SpeedMin; |
| 91 | + |
| 92 | + fixed4 frag (v2f_img i) : SV_Target |
| 93 | + { |
| 94 | + float2 ipos = floor(i.uv * _Grid); |
| 95 | + float2 fpos = frac(i.uv * _Grid); |
| 96 | + |
| 97 | + ipos.y += floor(_Time.y * max(_SpeedMin, _SpeedMax * noise(ipos.x))); |
| 98 | + float charNum = noise(ipos); |
| 99 | + float val = char(fpos, (20. + _Density) * charNum); |
| 100 | + return fixed4(0, val, 0, 1.0); |
| 101 | + } |
| 102 | + ENDCG |
| 103 | + } |
| 104 | + } |
| 105 | +} |
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