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Waverino
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Shader "Shaderinos/Waverino" { | |
Properties { | |
_Wavelength ("Wavelength", Range(0.0, 3.0)) = 1.0 | |
_Amplitude ("Amplitude", Range(0.0, 10.0)) = 1.0 | |
_Offset ("Offset", Range(0, 6.28318530718)) = 0 | |
} | |
SubShader { | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
float _Wavelength; | |
float _Amplitude; | |
float _Offset; | |
v2f_img vert(appdata_full IN) { | |
v2f_img OUT; | |
IN.vertex.z -= sin(_Wavelength * IN.vertex.y + _Offset) * _Amplitude; | |
OUT.pos = mul(UNITY_MATRIX_MVP, IN.vertex); | |
OUT.uv = IN.texcoord; | |
return OUT; | |
} | |
float4 frag(v2f_img IN) : COLOR { return float4(0.0, 0.0, 0.0, 0.0); } | |
ENDCG | |
} | |
} | |
Fallback off | |
} |
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