Vertex color based animation shader


I’m trying to create a shader that will transform vertices depending on vertex color.

Pretty much exactly like this:

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
        // 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) {
   += * _Amount * abs(sin(_Time * 3)) * v.color.x;
            v.vertex.y += _Amount * abs(sin(_Time * 200)) * v.color.y;

    FallBack "Diffuse"

You need to add vertex:vert in the pragma statement for the shader to use vert as the vertex modifier:

#pragma surface surf Standard vertex:vert fullforwardshadows