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@aodendaal
Created November 30, 2017 12:54
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This is a vertex and fragment shader.
Shader "Custom/WavyOcean"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
static const float mpi = 3.141592654;
sampler2D _MainTex;
float4 _MainTex_ST;
struct vertOutput
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
vertOutput vert (appdata_base input)
{
vertOutput output;
output.vertex = UnityObjectToClipPos(input.vertex);
float2 dtexcoord = input.texcoord;
dtexcoord.x = dtexcoord.x + sin(dtexcoord.y * 2 * mpi + _Time[0] * 2) * 0.1;
output.uv = TRANSFORM_TEX(dtexcoord, _MainTex);
return output;
}
fixed4 frag (vertOutput input) : SV_Target
{
fixed4 col = tex2D(_MainTex, input.uv);
return col;
}
ENDCG
}
}
}
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