### Noise Generation Algorithms : Voronoi Part 2

If you haven't gone through Part 1, do so now or perish.😁.
Now we will go over making a more cooler version of what we previously did.
This is what we will end up with: Voronoi Noise Shader In Unity
In this part we will go over the actual 'Noise' part of it.
For that we need a pseudo random number generator, We already made one in a previous tutorial on making White Noise with shaders.
But for this case we need to make 2D noise rather than 1D noise like we did before.
So we will go over our random function:
``````float2 random2(float2 p)
{
return frac(sin(float2(dot(p,float2(117.12,341.7)),dot(p,float2(269.5,123.3))))*43458.5453);
}
``````
If you have gone the previous pseudo-random number generator that was made.. nothing really complicated is happening here.
We are still using the 'frac' function to give us the fractional part of a a number made with the 'dot' function which contains a float2 and some arbitrary numbers as parameters.
Now the fragment shader where all the magic happens:
``````fixed4 frag(v2f i) : SV_Target
{
fixed4 col = fixed4(0,0,0,1);
float2 uv = i.uv;
uv *= 6.0; //Scaling amount (larger number more cells can be seen)
float2 iuv = floor(i.uv); //gets integer values no floating point
float2 fuv = frac(i.uv); // gets only the fractional part
float minDist = 1.0;  // minimun distance
for (int y = -1; y <= 1; y++)
{
for (int x = -1; x <= 1; x++)
{
// Position of neighbour on the grid
float2 neighbour = float2(float(x), float(y));
// Random position from current + neighbour place in the grid
float2 pointv = random2(iuv + neighbour);
// Move the point with time
pointv = 0.5 + 0.5*sin(_Time.z + 6.2236*pointv);//each point moves in a certain way
// Vector between the pixel and the point
float2 diff = neighbour + pointv - fuv;
// Distance to the point
float dist = length(diff);
// Keep the closer distance
minDist = min(minDist, dist);
}
}
// Draw the min distance (distance field)
col.r += minDist * minDist; // squared it to to make edges look sharper
return col;
}
``````
Play around with different values and see what comes up.
The shader source code can be found HERE.
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…