Shader "MY/Grass/GrassWind" { Properties{ [HDR]_Color("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB)", 2D) = "white" {} _Cutoff("Alpha cutoff", Range(0, 1)) = 0.2 _Frequency("Frequency", Range(0, 5)) = 1 _Intensity("Intensity", Vector) = (0.4,0,0.2,0) } SubShader{ Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"} LOD 200 //Cull Off CGPROGRAM #pragma surface surf Lambert vertex:myvert alphatest:_Cutoff sampler2D _MainTex; fixed4 _Color; float _Frequency; float4 _Intensity; struct Input { float2 uv_MainTex; }; void myvert(inout appdata_full v) { float3 u_xlat0 = float3(0.0, 0.0, 0.0); u_xlat0.xz = v.vertex.xz; u_xlat0.x = u_xlat0.x + u_xlat0.z; u_xlat0.x = frac(u_xlat0.x); u_xlat0.y = _Time.y * _Frequency + u_xlat0.x * 6.28; u_xlat0.x = sin(u_xlat0.y); u_xlat0.z = cos(u_xlat0.y); u_xlat0.y = 0.0; float uvy = saturate(v.texcoord.y - _Intensity.w); u_xlat0.xyz = u_xlat0.xyz * uvy * uvy * 2; u_xlat0.xyz = u_xlat0.xyz * _Intensity.xyz + v.vertex.xyz; v.vertex.xyz = u_xlat0.xyz; } void surf(Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "Legacy Shaders/Transparent/Cutout/VertexLit" }