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Unity move vertex shader thing
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Shader "Custom/Blob" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_PushTex ("Thing", 2D) = "white" {} | |
_Push ("Push", Range(-1,1)) = 0.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Lambert vertex:vert | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
sampler2D _PushTex; | |
struct appdata { | |
float4 vertex : POSITION; | |
float4 texcoord : TEXCOORD0; | |
float3 normal : NORMAL; | |
}; | |
struct Input { | |
float2 uv_MainTex; | |
}; | |
fixed4 _Color; | |
float _Push; | |
void vert (inout appdata_full v) { | |
float pushy = tex2Dlod (_PushTex, v.texcoord + float4(0,_Time.y,0,0)).r; | |
v.vertex.xyz += v.normal * _Push * pushy; | |
} | |
void surf (Input IN, inout SurfaceOutput o) { | |
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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