vertex and fragment shader wood to Unity shader.

I want to make a shader for Unity ( I don’t know what is more good Uint or something else).
I have a wood shader example:
This is the vertex shader:
precision highp float;
precision highp int;

uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat3 normalMatrix;

attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
attribute vec2 uv2;

varying vec3 vPosition;
varying vec3 vNormal;
varying vec2 vUv;

void main() {

vNormal = normal;
vUv = uv;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

}

this is the fragment shader:

precision highp float;
precision highp int;

uniform vec3 color1;
uniform vec3 color2;
uniform float frequency;
uniform float noiseScale;
uniform float ringScale;
uniform float contrast;
uniform float time;

varying vec3 vNormal;
varying vec2 vUv;
varying vec3 vPosition;

vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}

vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}

float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);

// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;

// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );

// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0
C.x = -0.5 = -D.y

// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))

  • i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
  • i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 1717 = 289 is close to a multiple of 49 (496 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;

vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)

vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)

vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);

vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );

vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));

vec4 a0 = b0.xzyw + s0.xzywsh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw
sh.zzww ;

vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);

// Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;

// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}

void main() {
float n = snoise( vPosition );
float ring = fract( frequency * vPosition.z + noiseScale * n );
ring *= contrast * ( 1.0 - ring );

// Adjust ring smoothness and shape, and add some noise
float lerp = pow( ring, ringScale ) + n;
vec3 base = mix( color1, color2, lerp);
gl_FragColor = vec4( base, 1.0 );
}

Here you are another ready to use wood shader.