### What is Voronoi ?

You may have heard of Voronoi noise if you have worked with software like blender or substance painter. It's really good way of making surfaces that look like they have sharp creases enclosing a smooth surface.
In this part we will see how to create a Voronoi pattern in Unity and how to set your own points in the shader itself to create the Voronoi pattern.
We will go over the 'Noise' part of Voronoi noise in Part 2.
The basic element that the Voronoi pattern depends is the 'Distance Field' function.
Take the case where there are 'N' points and we have to find the distance field of those points,
We have to calculate the distance between each pixel and the point closest to it.
This is what we will end up having in this tutorial: Voronoi Pattern Made With Given Points
We will be creating a script that passes a set of Vector2s to a shader which in turn draws it.
Before we get to C# scripting, we will see how to make the shader.
First of all we don't have any properties for this shader.😋. We will have properties in the coming parts.
But we do have a global variable called 'float2 _points' - This can be accessed through C# code.
Let's look the two structs that we have:
``````float2 _points;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
``````
No fancy-pancy stuff.
``````v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
``````
Nothing special here either. Now the fragment shader:
``````fixed4 frag (v2f i) : SV_Target
{
fixed4 col = fixed4(0,0,0,1);
float minDist = 1.0;
float2 coord = i.uv;
for (int i = 0; i < 5; i++)
{
float dist = distance(coord, _points[i]);
minDist = min(minDist, dist);
}
col += minDist;
return col;
}
``````
We will see all the important parts and break it down.
``````for (int i = 0; i < 5; i++)
{
float dist = distance(coord, _points[i]);
minDist = min(minDist, dist);
}``````
Here we are iterating through all the points and keeping the minimum distance value in minDist.
Then after that we are just adding that as the colour of the pixel.
So we essentially just drew the distance field of those points.
What we have to do now... is that we have to access those points by C# code.
So the Unity API provides us a way to do so, with the Material.SetVectorArray function.
So here is the C# code:
``````using UnityEngine;
public class VoronoiNoise : MonoBehaviour
{
public Material mat;
public List<Vector2> points;

void Update ()
{
if(points.Count == 5)
mat.SetVectorArray("_points", ConvertToVec4(points));
}

List<Vector4> ConvertToVec4(List<Vector2> vec2)
{
List<Vector4> vec4 = new List<Vector4>();
for (int i = 0; i < vec2.Count; i++)
return vec4;
}
}
``````
For ease of use in Editor I have used Vector2s as member variables and then later convert them to Vector4s before passing to the function. SetVectorArray only takes in List of Vector4s.
Now you can play around with it.. till your heart's content.
Move onto Part2 where we will do even cooler stuff and actually do Voronoi noise instead of just making a pattern with out inputs.
If you like programming shaders make sure you check these out : Shader Tutorials
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### Curved Surface Shader [ Unity Implementation ]

Curved Surface Shader This is the shader that we will be having at the end of this tutorial.
The curved surface shader is capable of achieving really varied visual effects from showing space-time curve due to gravity to a generic curved world shader that is seen in endless runners like Subway Surfers.
The concepts that you learn here can open you up to a new way of looking at shaders and if you didn't think they were the coolest thing ever already, hopefully let this be the turning point.😝.

Both the examples show above use the same exact material is just that different values have been passed to the shader.
Start by creating a new unlit shader in Unity and we will work our way from there.
First we define what the properties are:
_MainTex("Texture", 2D) = "white" {} _BendAmount("Bend Amount", Vector) = (1,1,1,1) _BendOrigin("Bend Origin", Vector) = (0,0,0,0) _BendFallOff("Bend Falloff", float) = 1.0 _BendFallOffStr("Falloff s…

### How To Animate A Fish Swimming With Shaders

Animate Fish Swimming With Shaders We are going to make swimming animation by using only shader code.
By the time we are done, it's going to look like this.
You will probably need the fish model used in this tutorial, that can be found HERE. Can use your own model but the shader code might have to be modified accordingly because of the orientation of the model that you might be using ( issues with whether the X axis & Z axis is flipped ).
The shader used way out performs a similar scene with skeletal animations applied on the fish models.
On a previous benchmark I did comparing the shader animation with the skeletal animation there was a difference of 28 FPS( on average ) with 50 fish.
The shader we are going to make is really powerful and flexible and don't think that it's limited to making fishes swim😀.

So this mesh oriented like this when imported into unity and this is important to understand because this means that the model's vertices have to be moved along the X-…

Pixelation Shader This is the correct way (one of many) of showing pixelation as a post-processing effect. This effect will work in any aspect ratio without any pixel size scaling issues as well as it is very minimal in terms of coding it up.

In order to get this to work 2 components have to be set up:
1) The pixelation image effect
2) The script - which will be attached to the camera

So let's get started by creating a new image effect shader.
We will take a look at our Shaderlab properties :
_MainTex("Texture", 2D) = "white" {} That's it, Everything else will be private and not shown in the editor.
Now we will see what are defined along with the _MainTex but are private.
sampler2D _MainTex; int _PixelDensity; float2 _AspectRatioMultiplier; We will pass _PixelDensity & _AspectRatioMultiplier values from the script.
As this is an image effect there is no need to play around with the vertex shader.
Let's take a look at our fragment shader:
fixed4 frag (…

Toon Liquid Shader This is how the shader will end up looking :
This shader is pretty neat and somewhat easy to implement as well as to understand. Since we will be adding some basic physics to the toon water as it is moved about we will have to support that in the vertex shader as well.
So let's start by looking at the properties :
Properties { _Colour ("Colour", Color) = (1,1,1,1) _FillAmount ("Fill Amount", Range(-10,10)) = 0.0 [HideInInspector] _WobbleX ("WobbleX", Range(-1,1)) = 0.0 [HideInInspector] _WobbleZ ("WobbleZ", Range(-1,1)) = 0.0 _TopColor ("Top Color", Color) = (1,1,1,1) _FoamColor ("Foam Line Color", Color) = (1,1,1,1) _Rim ("Foam Line Width", Range(0,0.1)) = 0.0 _RimColor ("Rim Color", Color) = (1,1,1,1) _RimPower ("Rim Power", Range(0,10)) = 0.0 } Just the usual stuff that we are used to. The only thing that may stand out is the [HideInInspector] tag, This works j…

### Access Reflection Probe Data For Custom Shaders

The Unity shader documentation regarding reflection probes is pretty minimal and not at all comprehensive.
This short tutorial is intended to bring reflection probe functionalities to the forefront your future shader writing endevors which is a fancy way of saying "Look at this cool stuff and go and use it somewhere" 😏
Here we will try just the bare minimum of making a shader that reflects the cubemap data from reflection probe and displays it on the object.

These reflection probes are basically objects that store a complete image of the environment surrounding it into a cubemap which then can be read by shaders to create various effects.
More information on how reflection probes work in Unity can be found here :
Using Reflection Probes In Unity

I am not going over how to set up Reflection Probes here only how to access them inside our custom shaders.
So this is what we will be making:
The reflection probe takes in the cubemap only if it is within it's range otherwise i…