Hi,
I’m trying to create a shader that will transform vertices depending on vertex color.
Pretty much exactly like this: https://devblog.xd-studios.com/2014/07/26/vertex-based-animation-shader-in-unity-game-engine/
I’ve tried writing this shader, and it does compile, but nothing happens, no movement. The mesh has proper vertex colors.
I’m pretty sure my syntax or logic is wrong, I’m not a coder at all.
Any help would be greatly appreciated. Thanks
Shader "Custom/StandardVertexAnim" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Amount ("Amount", Range(0,100)) = 1.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _Amount;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
void vert (inout appdata_full v) {
v.vertex.xyz += v.normal.xyz * _Amount * abs(sin(_Time * 3)) * v.color.x;
v.vertex.y += _Amount * abs(sin(_Time * 200)) * v.color.y;
}
ENDCG
}
FallBack "Diffuse"