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@schonstal
Last active August 29, 2015 14:22
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Waverino
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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