So, i do once in a while brainstorm about coding and OSL and i often get this kind of shader as the result!

shader OSLNeon(

color IC = color(1,0,0),

float Fact = 10,

float Power = 2,

float Tick = 0.5,

float Noise = 0,

output closure color CL = holdout()

){

float SA = surfacearea();

float Disp = noise(cos§*sin(P*P)*pow(Noise,2));
closure color EM = emission() SA;
color Res = IC(length(tan((cos§)/sin(dot(sin(P/Fact)/Fact,cos§*-P*Fact)*20))))

*0.8/*

pow(length(sin(cos(-P/dot(P/SA,-tan§-(sin(cos(SA/N))))u)))

pow(length(sin(cos(-P/dot(P/SA,-tan§-(sin(cos(SA/N))))

*0.3*P/Fact*Tick+sin(Disp),Power);*

CL = diffuse(N)0.4);

CL = diffuse(N)

*Res+EM*(Resreturn;

}

Have fun!