0 votes
uniform vec3 position;

void vertex() {
    UV=UV*uv1_scale.xy+uv1_offset.xy;
    float x = UV.x + position.x;

    VERTEX = vec3(VERTEX.x,VERTEX.y + sin(x) * 0.03 ,VERTEX.z);
}

I can't make this vertex shader work because the shader params are shared among all objects with the same material. I believe the solution is to create the shader at runtime but for better performance I'd like to do this for just this part of the shader.

in Engine by (42 points)

1 Answer

0 votes

If I remember correctly you just need to use "make unique" on the material. Click the drop-down menu next to the material in the inspector to find it.

by (1,120 points)
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