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Vertex Shader Butterfly
Shader "Unlit/Butterfly_ForWeb"{
Properties{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off
Pass{
CGPROGRAM
#pragma vertex vert
#define PI 3.14
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v){
v2f o;
v.vertex.y += sin(_Time.w) * (sin(v.uv * PI)-1.0);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
clip(col.a - 0.1);
return col;
}
ENDCG
}
}
}
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