Shader "Custom/VertDisplace" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.
#pragma exclude_renderers gles
#pragma target 3.0
#pragma vertex vert
#pragma surface surf BlinnPhong
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void vert (inout appdata_full v) {
#if !defined(SHADER_API_OPENGL)
float4 tex = tex2Dlod (_MainTex, float4(v.texcoord.xy,0,0));
v.vertex.z += tex.r * 0.2;
#endif
}
void surf (Input IN, inout SurfaceOutput o) {
half4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb;
o.Alpha = tex.a;
}
ENDCG
}
FallBack "Diffuse"
}