Shader "_MyShader/8_Animation/Extra_Flag"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "DisableBatching"="True"}
Pass
{
Cull off
CGPROGRAM
#pragma vertex vert
#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;
float xx = 1 - ((v.vertex.x + 5) / 10);
v.vertex.y = sin(v.vertex.x + _Time.w * 3) * xx;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
pass {
Tags{ "LightMode"="ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f{
V2F_SHADOW_CASTER;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
float xx = 1 - ((v.vertex.x + 5) / 10);
v.vertex.y = sin(v.vertex.x + _Time.w * 3) * xx;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);
return o;
}
fixed4 frag(v2f i) : SV_Target {
SHADOW_CASTER_FRAGMENT(i);
}
ENDCG
}
}
FallBack "VertexLit"
}