Shader "Custom/Grass" { Properties { _MainTex ("Grass Texture", 2D) = "white" {} _TimeScale ("Time Scale", float) = 0.2 } SubShader{ Tags{"Queue"="Transparent" "RenderType"="Opaque" "IgnoreProject"="True"} Pass{ Tags{"LightMode"="ForwardBase"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; half _TimeScale; struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(a2v v){ v2f o; float4 offset = float4(0,0,0,0); offset.z = sin(3.1415 * _Time.y * clamp(v.texcoord.y-0.5, 0, 1)) * _TimeScale; o.pos = UnityObjectToClipPos(v.vertex + offset); o.uv = v.texcoord.xy; return o; } fixed4 frag(v2f i) : SV_Target{ return tex2D(_MainTex, i.uv); } ENDCG } } FallBack Off }
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