sin vertex displacement shader
The following vertex-surface shader moves vertices up and down based on some sine waves and the time variable. Combining lots of waves is a cool way to generate funky displacements. Things to note - we calculate a new normal in the vert function to prevent weird shading issues. Shader "Dave/Unlit/waves" { Properties { _MainTex ("Texture", 2D) = "white" {} _Tint("Colour Tint",color)=(1,1,1,1) _Freq("Frequency",Range(0,5))=3 _Speed("Speed",Range(0,100))=10 _Amp("Amplitude",Range(0,1))=0.5 } SubShader { CGPROGRAM #pragma surface surf Lambert vertex:vert struct Input { ...