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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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