
おまじないを省いたコード
Shader "Custom/MyShader53-2" {
customData = sin(v.vertex.y + _Time.x * 20);
color += float4(1.0, 0.0, 0.0, 1.0) * customData;
o.Albedo = tex2D(uv_Texture).rgb;
}
全コード
Shader "Custom/MyShader53-2" {
Properties {
_Taxture( "Texture", 2D ) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert finalcolor:mycolor vertex:myvert
struct Input {
float2 uv_Texture;
float customData;
};
sampler2D _Taxture;
void myvert( inout appdata_full v, out Input data ) {
UNITY_INITIALIZE_OUTPUT(Input, data);
data.customData = sin(v.vertex.y + _Time.x * 20);
}
void mycolor(Input IN, SurfaceOutput o, inout fixed4 color) {
color += float4(1.0, 0.0, 0.0, 1.0) * IN.customData;
}
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D(_Taxture, IN.uv_Texture).rgb;
}
ENDCG
}
FallBack "Diffuse"
}