Shader Story
August 1, 2025 · View on GitHub
Common HLSL Functions: Fmod
fmod(x, y) returns the remainder of x divided by y, preserving the sign of the numerator. It's especially useful for tiling patterns, time wrapping, and procedural animation.
float fmod(float x, float y);
Visual demo
This shader uses fmod to generate animated, scrolling vertical stripes.
URP Shader Code
Shader "DecompiledArt/CommonFunctions/Fmod/Fmod"
{
Properties
{
_Tint_01("Tint_01", Color) = (1,1,1,1)
_Tint_02("Tint_02", Color) = (0,0,0,1)
_Line_Width("Line_Width", Range(0.01, 2.0)) = 0.2
_Speed("Speed", Float) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
half2 uvs: TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
half2 uvs: TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
half4 _Tint_01;
half4 _Tint_02;
half _Line_Width;
half _Speed;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uvs = IN.uvs;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
half uv_x = IN.uvs.x + (_Time.y * _Speed);
half mask_line = step(_Line_Width, fmod(uv_x, 1.0));
half3 col_output = lerp(_Tint_01, _Tint_02, mask_line).xyz;
return half4(col_output, 1.0);
}
ENDHLSL
}
}
}
URP Shader graph
🔗 Related Functions
Smoothstep • Step • Frac • Lerp
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