[Solved] Help Bending Object Shader

Hi, I want to make a shader to bend an object from the pivot point.
The problem is, the shader bellow is working in editor mode but not in play mode.
Help please!

PS. I don’t have any script screwing up the object or the shader.

Shader "Bend" {
    Properties {
        _MainTex("Texture (RGBA)", 2D) = "white" {}
        _Curvature("Curvature", Float) = 1
    }
    SubShader {
        Tags { "Queue"="Transparent" "RenderType"="Transparent"  }
        Blend SrcAlpha OneMinusSrcAlpha

        LOD 100
        Cull      Off
        Lighting  Off
        ZWrite    Off
        Fog {Mode Off}
       
        Pass {
            CGPROGRAM
            #pragma vertex         vert
            #pragma fragment       frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #include "UnityCG.cginc"

            sampler2D _MainTex;
            float4    _MainTex_ST;
           
            float _Curvature;

            struct VS_IN{
                float4 vertex   : POSITION;
                float4 texcoord : TEXCOORD0;
                fixed4 color    : COLOR;
            };
            struct VS_OUT {
                float4 position : SV_POSITION;
                fixed4 color    : COLOR;
                float2 uv       : TEXCOORD0;
            };

            VS_OUT vert (VS_IN input) {

                float4 v = input.vertex;

                v = float4((v.y * v.y) * -_Curvature, (v.y * v.y) * abs(_Curvature), 0.0f, 0.0f);
               
                VS_OUT result;
                result.position = mul(UNITY_MATRIX_MVP, input.vertex + v);
                result.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
                result.color = input.color;

                return result;
            }

            fixed4 frag (VS_OUT input) : COLOR {
                fixed4 color = tex2D(_MainTex, input.uv);
                return color * input.color;
            }
            ENDCG
        }
    }
}

I’ve found the guilty :slight_smile:

Turning off static batching in the player settings or disable the static object will solve the problem, otherwise Unity will combine all objects meshes.