Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | M4gma |
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.