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- Shader "Custom/PlanToWave" {
- Properties {
- _Color ("Color", Color) = (0, 0, 0, 1)
- _Amplitude ("Amplitude", Range(0,4)) = 1.0
- _Movement ("Movement", Range(-100,100)) = 0
- }
- SubShader {
- Tags { "RenderType"="transparent" }
- Pass
- {
- Cull Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- float4 _Color;
- float _Amplitude;
- float _Movement;
- struct vertexInput
- {
- float4 vertex : POSITION;
- };
- struct vertexOutput
- {
- float4 pos : SV_POSITION;
- };
- vertexOutput vert(vertexInput input)
- {
- float4x4 Matrice = _Object2World;
- vertexOutput output;
- float4 posWorld = mul(Matrice, input.vertex);
- float displacement = (cos(posWorld.y) + cos(posWorld.x + _Movement * _Time));
- posWorld.y = posWorld.y + _Amplitude * displacement;
- output.pos = mul(UNITY_MATRIX_VP, posWorld);
- return output;
- }
- float4 frag(vertexOutput input) : COLOR
- {
- return _Color;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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