This effect works in two steps: a vertex function to change the geometry, and a surface function to give it the right color. The steps are as follows:
- Remove the current properties and add the following properties to the shader:
Properties { _RampTex("Color Ramp", 2D) = "white" {} _RampOffset("Ramp offset", Range(-0.5,0.5))= 0 _NoiseTex("Noise Texture", 2D) = "gray" {} _Period("Period", Range(0,1)) = 0.5 _Amount("_Amount", Range(0, 1.0)) = 0.1 _ClipRange("ClipRange", Range(0,1)) = 1}
- Add their relative variables so that the Cg code of the shader can actually access them:
sampler2D _RampTex;half _RampOffset;sampler2D _NoiseTex;float _Period;half _Amount;half _ClipRange;
- Change the Input structure so that it receives ...