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- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- float4 node_8260 = _Time + _TimeEditor;
- float node_9794_ang = (_WavesDirection/57.0);
- float node_9794_spd = 1.0;
- float node_9794_cos = cos(node_9794_spd*node_9794_ang);
- float node_9794_sin = sin(node_9794_spd*node_9794_ang);
- float2 node_9794_piv = float2(0.5,0.5);
- 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);
- float4 _Gradient = tex2Dlod(_DistortionTexture,float4(TRANSFORM_TEX(node_9794, _DistortionTexture),0.0,0));
- float node_5335 = sin(((node_8260.g*_WavesSpeed)-(_Gradient.b*(_WavesAmplitude*30.0))));
- float Waves = (node_5335*_WavesIntensity*10.0);
- v.vertex.xyz += lerp( 0.0, (v.normal*(Waves*0.04)), _VertexOffset );
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos( v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- o.projPos = ComputeScreenPos (o.pos);
- COMPUTE_EYEDEPTH(o.projPos.z);
- o.screenPos = o.pos;
- return o;
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