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Oct 22nd, 2018
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  1. float Wave(x, y, t){
  2. float w = 2 / _Wavelength;
  3. float phase = _Speed * w;
  4. return float(_Amplitude * sin(dot(_Direction.xz, float2(x, y)) * w + t * phase);
  5. }
  6.  
  7. ...
  8. o.vertex.y += Wave(v.vertex.x, v.vertex.z, _Time.y);
  9.  
  10. float3 normal(float x, float y, float t){
  11. float w = 2 / _Wavelength;
  12. float phase = _Speed * w;
  13. return float3(
  14. w * dot(_Direction.xz, float2(x, 0)) * _Amplitude * cos(dot(_Direction.xz, float2(x, y)) * w + t * phase),
  15. 1,
  16. w * dot(_Direction.xz, float2(0, y)) * _Amplitude * cos(dot(_Direction.xz, float2(x, y)) * w + t * phase)
  17. )
  18. }
  19.  
  20. ...
  21. o.color.xyz = normalize(normal(v.vertex.x, v.vertex.z, _Time.y));
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