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- float Wave(x, y, t){
- float w = 2 / _Wavelength;
- float phase = _Speed * w;
- return float(_Amplitude * sin(dot(_Direction.xz, float2(x, y)) * w + t * phase);
- }
- ...
- o.vertex.y += Wave(v.vertex.x, v.vertex.z, _Time.y);
- float3 normal(float x, float y, float t){
- float w = 2 / _Wavelength;
- float phase = _Speed * w;
- return float3(
- w * dot(_Direction.xz, float2(x, 0)) * _Amplitude * cos(dot(_Direction.xz, float2(x, y)) * w + t * phase),
- 1,
- w * dot(_Direction.xz, float2(0, y)) * _Amplitude * cos(dot(_Direction.xz, float2(x, y)) * w + t * phase)
- )
- }
- ...
- o.color.xyz = normalize(normal(v.vertex.x, v.vertex.z, _Time.y));
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