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Shader Code

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Apr 7th, 2020
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C# 1.45 KB | None | 0 0
  1. VertexOutput vert (VertexInput v) {
  2.                 VertexOutput o = (VertexOutput)0;
  3.                 o.uv0 = v.texcoord0;
  4.                 o.normalDir = UnityObjectToWorldNormal(v.normal);
  5.                 float4 node_8260 = _Time + _TimeEditor;
  6.                 float node_9794_ang = (_WavesDirection/57.0);
  7.                 float node_9794_spd = 1.0;
  8.                 float node_9794_cos = cos(node_9794_spd*node_9794_ang);
  9.                 float node_9794_sin = sin(node_9794_spd*node_9794_ang);
  10.                 float2 node_9794_piv = float2(0.5,0.5);
  11.                 float2 node_9794 = (mul(o.uv0-node_9794_piv,float2x2( node_9794_cos, -node_9794_sin, node_9794_sin, node_9794_cos))+node_9794_piv);
  12.                 float4 _Gradient = tex2Dlod(_DistortionTexture,float4(TRANSFORM_TEX(node_9794, _DistortionTexture),0.0,0));
  13.                 float node_5335 = sin(((node_8260.g*_WavesSpeed)-(_Gradient.b*(_WavesAmplitude*30.0))));
  14.                 float Waves = (node_5335*_WavesIntensity*10.0);
  15.                 v.vertex.xyz += lerp( 0.0, (v.normal*(Waves*0.04)), _VertexOffset );
  16.                 o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  17.                 float3 lightColor = _LightColor0.rgb;
  18.                 o.pos = UnityObjectToClipPos( v.vertex );
  19.                 UNITY_TRANSFER_FOG(o,o.pos);
  20.                 o.projPos = ComputeScreenPos (o.pos);
  21.                 COMPUTE_EYEDEPTH(o.projPos.z);
  22.                 o.screenPos = o.pos;
  23.                 return o;
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