Fixed Curved Shader
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@ -2,6 +2,7 @@
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float _CurveStrength_x;
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float _CurveStrength_y;
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float3 _CurveOrigin;
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void vert(inout appdata_full v, out Input o)
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{
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float4 pos;
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@ -9,12 +10,10 @@ void vert(inout appdata_full v, out Input o)
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UNITY_INITIALIZE_OUTPUT(Input, o);
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float4 modifiedPos = v.vertex;
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float4 positionInCameraSpace = mul(unity_WorldToCamera, mul(unity_ObjectToWorld, v.vertex));
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float dist = length(float2(positionInCameraSpace.x, positionInCameraSpace.z));
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float4 offset = (0, 0, 0);
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//float dist = positionInCameraSpace;//
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//float dist = distance(positionInCameraSpace, offset);
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positionInCameraSpace.y -= _CurveStrength_y * zDist * zDist;
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positionInCameraSpace.x -= _CurveStrength_x * xDist * xDist;
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float dist = length(float2(positionInCameraSpace.x, positionInCameraSpace.z));
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//float dist = distance(positionInCameraSpace - _OriginPosition);
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positionInCameraSpace.y -= _CurveStrength_y * dist * dist;
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positionInCameraSpace.x -= _CurveStrength_x * dist * dist;
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modifiedPos = mul(unity_WorldToObject, mul(unity_CameraToWorld, positionInCameraSpace));
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v.vertex = modifiedPos;
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