Shader Story
August 1, 2025 · View on GitHub
Common HLSL Functions: Frac
frac(x)returns the fractional (non-integer) part of a value.
It’s often used for tiling UVs, procedural animation, pattern looping, and modular effects.
float frac(float x);
float2 frac(float2 x);
float3 frac(float3 x);
...
Visual demo
This shader uses frac() to wrap the UV coordinates repeatedly based on a tiling multiplier, creating a looping pattern.
URP Shader Code
Shader "DecompiledArt/CommonFunctions/Frac/Frac"
{
Properties
{
_UVTile("UVTile", Range(0.5, 10.0)) = 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)
half _UVTile;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uvs = IN.uvs;
return OUT;
}
half4 frag(Varyings i) : SV_Target
{
return half4(frac(i.uvs * _UVTile), 0.0, 1.0);
}
ENDHLSL
}
}
}
URP Shader graph
🔗 Related Functions
Step • Remap • Smoothstep
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