Question by 
               HyperChimp · Mar 21, 2017 at 01:41 AM · 
                shadershaderswindwave  
              
 
              Can someone add (or help me add) a wind effect to my current shader?
So I slightly modified the specular shader so that it has culling off and I want to add in something to make it wave. Pretty much something like this https://forum.unity3d.com/threads/shader-moving-trees-grass-in-wind-outside-of-terrain.230911/.
Shader "TheHyperChimp_Asset_Pack/UberShaderCullOff" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo", 2D) = "white" {}
     _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
     _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
     _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
     [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
     _SpecColor("Specular", Color) = (0.2,0.2,0.2)
     _SpecGlossMap("Specular", 2D) = "white" {}
     [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
     [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
     _BumpScale("Scale", Float) = 1.0
     _BumpMap("Normal Map", 2D) = "bump" {}
     _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
     _ParallaxMap ("Height Map", 2D) = "black" {}
     _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
     _OcclusionMap("Occlusion", 2D) = "white" {}
     _EmissionColor("Color", Color) = (0,0,0)
     _EmissionMap("Emission", 2D) = "white" {}
     
     _DetailMask("Detail Mask", 2D) = "white" {}
     _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
     _DetailNormalMapScale("Scale", Float) = 1.0
     _DetailNormalMap("Normal Map", 2D) = "bump" {}
     [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
     // Blending state
     [HideInInspector] _Mode ("__mode", Float) = 0.0
     [HideInInspector] _SrcBlend ("__src", Float) = 1.0
     [HideInInspector] _DstBlend ("__dst", Float) = 0.0
     [HideInInspector] _ZWrite ("__zw", Float) = 1.0
 }
 CGINCLUDE
     #define UNITY_SETUP_BRDF_INPUT SpecularSetup
 ENDCG
 SubShader
 {
     Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
     LOD 300
         Cull Off
     
 
     // ------------------------------------------------------------------
     //  Base forward pass (directional light, emission, lightmaps, ...)
     Pass
     {
         Name "FORWARD" 
         Tags { "LightMode" = "ForwardBase" }
         Blend [_SrcBlend] [_DstBlend]
         ZWrite [_ZWrite]
         CGPROGRAM
         #pragma target 3.0
         // -------------------------------------
         #pragma shader_feature _NORMALMAP
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _EMISSION
         #pragma shader_feature _SPECGLOSSMAP
         #pragma shader_feature ___ _DETAIL_MULX2
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
         #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
         #pragma shader_feature _PARALLAXMAP
         #pragma multi_compile_fwdbase
         #pragma multi_compile_fog
         #pragma vertex vertBase
         #pragma fragment fragBase
         #include "UnityStandardCoreForward.cginc"
         ENDCG
     }
     // ------------------------------------------------------------------
     //  Additive forward pass (one light per pass)
     Pass
     {
         Name "FORWARD_DELTA"
         Tags { "LightMode" = "ForwardAdd" }
         Blend [_SrcBlend] One
         Fog { Color (0,0,0,0) } // in additive pass fog should be black
         ZWrite Off
         ZTest LEqual
         CGPROGRAM
         #pragma target 3.0
         // -------------------------------------
         #pragma shader_feature _NORMALMAP
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _SPECGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
         #pragma shader_feature ___ _DETAIL_MULX2
         #pragma shader_feature _PARALLAXMAP
         #pragma multi_compile_fwdadd_fullshadows
         #pragma multi_compile_fog
         #pragma vertex vertAdd
         #pragma fragment fragAdd
         #include "UnityStandardCoreForward.cginc"
         ENDCG
     }
     // ------------------------------------------------------------------
     //  Shadow rendering pass
     Pass {
         Name "ShadowCaster"
         Tags { "LightMode" = "ShadowCaster" }
         ZWrite On ZTest LEqual
         CGPROGRAM
         #pragma target 3.0
         // -------------------------------------
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _SPECGLOSSMAP
         #pragma shader_feature _PARALLAXMAP
         #pragma multi_compile_shadowcaster
         #pragma vertex vertShadowCaster
         #pragma fragment fragShadowCaster
         #include "UnityStandardShadow.cginc"
         ENDCG
     }
     // ------------------------------------------------------------------
     //  Deferred pass
     Pass
     {
         Name "DEFERRED"
         Tags { "LightMode" = "Deferred" }
         CGPROGRAM
         #pragma target 3.0
         #pragma exclude_renderers nomrt
         // -------------------------------------
         #pragma shader_feature _NORMALMAP
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _EMISSION
         #pragma shader_feature _SPECGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
         #pragma shader_feature ___ _DETAIL_MULX2
         #pragma shader_feature _PARALLAXMAP
         #pragma multi_compile ___ UNITY_HDR_ON
         #pragma multi_compile ___ LIGHTMAP_ON
         #pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
         #pragma multi_compile ___ DYNAMICLIGHTMAP_ON
         #pragma vertex vertDeferred
         #pragma fragment fragDeferred
         #include "UnityStandardCore.cginc"
         ENDCG
     }
     // ------------------------------------------------------------------
     // Extracts information for lightmapping, GI (emission, albedo, ...)
     // This pass it not used during regular rendering.
     Pass
     {
         Name "META" 
         Tags { "LightMode"="Meta" }
         Cull Off
         CGPROGRAM
         #pragma vertex vert_meta
         #pragma fragment frag_meta
         #pragma shader_feature _EMISSION
         #pragma shader_feature _SPECGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature ___ _DETAIL_MULX2
         #include "UnityStandardMeta.cginc"
         ENDCG
     }
 }
 SubShader
 {
     Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
     LOD 150
     // ------------------------------------------------------------------
     //  Base forward pass (directional light, emission, lightmaps, ...)
     Pass
     {
         Name "FORWARD" 
         Tags { "LightMode" = "ForwardBase" }
         Blend [_SrcBlend] [_DstBlend]
         ZWrite [_ZWrite]
         CGPROGRAM
         #pragma target 2.0
         
         #pragma shader_feature _NORMALMAP
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _EMISSION 
         #pragma shader_feature _SPECGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
         #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
         #pragma shader_feature ___ _DETAIL_MULX2
         // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
         #pragma skip_variants SHADOWS_SOFT DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
         
         #pragma multi_compile_fwdbase
         #pragma multi_compile_fog
         #pragma vertex vertBase
         #pragma fragment fragBase
         #include "UnityStandardCoreForward.cginc"
         ENDCG
     }
     // ------------------------------------------------------------------
     //  Additive forward pass (one light per pass)
     Pass
     {
         Name "FORWARD_DELTA"
         Tags { "LightMode" = "ForwardAdd" }
         Blend [_SrcBlend] One
         Fog { Color (0,0,0,0) } // in additive pass fog should be black
         ZWrite Off
         ZTest LEqual
         
         CGPROGRAM
         #pragma target 2.0
         #pragma shader_feature _NORMALMAP
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _SPECGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
         #pragma shader_feature ___ _DETAIL_MULX2
         // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
         #pragma skip_variants SHADOWS_SOFT
         
         #pragma multi_compile_fwdadd_fullshadows
         #pragma multi_compile_fog
         
         #pragma vertex vertAdd
         #pragma fragment fragAdd
         #include "UnityStandardCoreForward.cginc"
         ENDCG
     }
     // ------------------------------------------------------------------
     //  Shadow rendering pass
     Pass {
         Name "ShadowCaster"
         Tags { "LightMode" = "ShadowCaster" }
         
         ZWrite On ZTest LEqual
         CGPROGRAM
         #pragma target 2.0
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _SPECGLOSSMAP
         #pragma skip_variants SHADOWS_SOFT
         #pragma multi_compile_shadowcaster
         #pragma vertex vertShadowCaster
         #pragma fragment fragShadowCaster
         #include "UnityStandardShadow.cginc"
         ENDCG
     }
     // ------------------------------------------------------------------
     // Extracts information for lightmapping, GI (emission, albedo, ...)
     // This pass it not used during regular rendering.
     Pass
     {
         Name "META" 
         Tags { "LightMode"="Meta" }
         Cull Off
         CGPROGRAM
         #pragma vertex vert_meta
         #pragma fragment frag_meta
         #pragma shader_feature _EMISSION
         #pragma shader_feature _SPECGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature ___ _DETAIL_MULX2
         #include "UnityStandardMeta.cginc"
         ENDCG
     }
 }
 FallBack "VertexLit"
 CustomEditor "StandardShaderGUI"
 
               }
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