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#if _VERTEX_WIND |
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float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz; |
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ApplyWind(positionWS, normalWS, rootWP, _Drag, _Stiffness, _ShiverDrag, _InitialBend, vertexColor.a, _Time); |
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ApplyWind(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _InitialBend, vertexColor.a, _Time); |
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#endif |
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#ifdef TESSELLATION_ON |
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