To teach myself how to write vertex and fragment shaders I assembled a set of trippy shaders in Unity.
The top is a swirl shader, the second row from left to right is swirl bump, spiky pinch, wavy pinch.
Third row: bump wavy, two-decal two-color, super decal color shift for shifting the base and three decals plus one plain decal!
Fourth row is double alpha and a color blind tool that blends two given colors in any gradation sampling you could want.
This one will apply the wavy pinch effect to the camera’s vision based on how close the camera’s aim is to a target object.