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Jul 2nd, 2015
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  1. Shader "Shaderinos/Waverino" {
  2. Properties {
  3. _Wavelength ("Wavelength", Range(0.0, 3.0)) = 1.0
  4. _Amplitude ("Amplitude", Range(0.0, 10.0)) = 1.0
  5. _Offset ("Offset", Range(0, 6.28318530718)) = 0
  6. }
  7.  
  8. SubShader {
  9. Pass
  10. {
  11. CGPROGRAM
  12. #pragma vertex vert
  13. #pragma fragment frag
  14.  
  15. #include "UnityCG.cginc"
  16.  
  17. float _Wavelength;
  18. float _Amplitude;
  19. float _Offset;
  20.  
  21. v2f_img vert(appdata_full IN) {
  22. v2f_img OUT;
  23.  
  24. IN.vertex.z -= sin(_Wavelength * IN.vertex.y + _Offset) * _Amplitude;
  25.  
  26. OUT.pos = mul(UNITY_MATRIX_MVP, IN.vertex);
  27. OUT.uv = IN.texcoord;
  28.  
  29. return OUT;
  30. }
  31.  
  32. float4 frag(v2f_img IN) : COLOR { return float4(0.0, 0.0, 0.0, 0.0); }
  33. ENDCG
  34. }
  35. }
  36. Fallback off
  37. }
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