# A First Look: Unity and Shaders

I’ve been hearing about Unity for some time and I figured I’d finally check it out. The big takeaway from today: it is a monstrous piece of software and I have a lot to learn. It’s really powerful though, so that’s neat.

I also decided to take my first dip into shaders given that unity makes it really easy to bind shaders to objects. So I read through a tutorial and looked at the math here to produce the following images (they’re animated as in the link above). These are all being done in a shader which is running on the gpu.

For those interested in the shader, the short version (image 1 above) is below. It could probably be optimized a bit.

float wave0 = sin(i.uv.x*300+_Time.y*.5);
float wave1 = sin((i.uv.x*.90096886+i.uv.y*.4338837)*300+_Time.y*.5);
float wave2 = sin((i.uv.x*.62348980185+i.uv.y*.78183148)*300+_Time.y*.5);
float wave3 = sin((i.uv.x*.22252093395+i.uv.y*.97492791218)*300+_Time.y*.5);
float wave4 = sin((i.uv.y*.97492791218-i.uv.x*.22252093395)*300+_Time.y*.5);
float wave5 = sin((i.uv.y*.78183148246-i.uv.x*.62348980185)*300+_Time.y*.5);
float wave6 = sin((i.uv.y*.43388373911-i.uv.x*.9009688679)*300+_Time.y*.5);
float z = 1.0/(1.0+exp(-1.0*(wave0+wave1+wave2+wave3+wave4+wave5+wave6)*2));
return float4(z,z,z,1.0);