Recursive Wiggly-ness


How does this work?

Recursive Wiggly-ness.


Basically, you ping-pong Blit a texture between two RenderTextures, repeatedly applying a shader similar to the following:

By combining two Perlin noise functions, we can create a smoothly varying 2d offset for each pixel. When added to the incoming UV, we can cause each pixel to read the color from a different location in the previous iteration. Note that shaders created with the shader graph don't work with Graphics.Blit, so I recreated the shader in code. Results can be varied by changing the scale and offset of the noise fields.

Repeated application of this shader cause the colors to flow around the image.


Ain't that neat?

Leave a comment

Log in with itch.io to leave a comment.