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Created February 25, 2016 10:09
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Shader "Custom/Unlit/Beam"
{
Properties
{
_Colour("Colour", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
float4 _Colour;
v2f vert (appdata v)
{
float4 vert = v.vertex;
vert.y += sin( (vert.x + _Time.y) * 30.0f ) / 8.0f;
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, vert);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _Colour;
}
ENDCG
}
}
}
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