Ball of Lava Shader2022-10
Written in Cg with ShaderLab, for the Built-in RP in UnityImplementation
- Using the Perlin Noise algorithm to displace vertices in the mesh, during the Vertex Shader Stage.
- Using _Time to animate the Perlin Noise, also multiplying by _Displacement and _NoiseVelocity to control how much and how fast the noise is.
- Displacing the uv coordinates to simulate rotation, multiplying by _RotationVelocity to control the speed.
- Generating a Mesh and making sure the UV map wraps correctly, so the Perlin noise doesn't generate weird shapes in the mesh.
- Lerping between colors using steps.