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Question by Rs · Aug 26, 2014 at 02:27 PM · shaderconversionhlsl

Convert shader from DirectX 9 to DirectX 11

I have this shader that works when Unity is set to use DirectX 9. I am porting the project to DirectX 11 now and the shader doesn't work as expected. Not being an expert in HLSL I played around a bit not obtaining interesting results so I'd appreciate any help. The vertex deformation part works fine so you may ignore the myvert function. Thank you for your attention.

 Shader "Flow" {
 
   Properties {
     _Color   ("Diffuse Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB)", 2D) = "white" {}
     _BumpMap ("Bumpmap", 2D) = "bump" {}
     _AlphaMask ("Alpha Mask", 2D) = "white" {}
     _Speed ("Speed", range(0,2)) = 0.1
     _VertexDeformation ("Vertex Deformation", range(0,.5)) = 0.05
   }
 
   SubShader {
     Tags { "Queue"="Transparent" "RenderType"="Transparent" }
     LOD 200
     ZWrite On
     Cull Off
     Lighting On
 
     // extra pass that renders to depth buffer only
     Pass {
         ZWrite On
         ColorMask 0
     }
 
     // Set up alpha blending
     Blend SrcAlpha OneMinusSrcAlpha
     AlphaTest LEqual [_Cutoff]
 
     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 surface surf Lambert finalcolor:mycolor vertex:myvert
 #pragma surface surf Lambert alpha
 #pragma vertex myvert
 
     float4 _Color;
     sampler2D _MainTex;
     sampler2D _BumpMap;
     sampler2D _AlphaMask;
     float _Speed;
     float _VertexDeformation;
 
     struct Input {
       float2 uv_MainTex;
       float2 uv_BumpMap;
       //float alpha;
     };
     
     void myvert (inout appdata_full v, out Input data) {
         if(_VertexDeformation > 0.0)
         {
             v.vertex.z += _VertexDeformation * clamp(-v.vertex.y, 0 , 10) * sin(-v.vertex.y * 5 * cos(v.vertex.x) - _Time * 1000);
         }
     }
     
     void mycolor (Input IN, SurfaceOutput o, inout fixed4 color) {
     } 
 
     void surf (Input IN, inout SurfaceOutput o) { 
       half4 c = _Color * tex2D (_MainTex, IN.uv_MainTex + _Time.xy * _Speed );
       o.Normal = UnpackNormal(tex2D( _BumpMap, IN.uv_BumpMap + _Time.xy * _Speed )).rgb * tex2D( _AlphaMask, IN.uv_BumpMap ).r;
       o.Albedo = c.rgb * _Color.rgb;
       o.Emission = o.Albedo * 0.75;
       o.Alpha = tex2D (_AlphaMask, IN.uv_BumpMap) * c.a * _Color.a; //IN.alpha;
     }
     ENDCG
   }
   
   FallBack "Diffuse"
 }
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