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Question by slole · Jul 01, 2017 at 07:08 AM · vertex shader

Vertex shader curve

I have created a simple sprite shader that tekes the sprites vertices and displaces them based on the world position on the x axis. However that gives me a rather linear result: the sides of the sprite are still straight. However I would like to bend the sprite in a way that bends the sides in a curve. How would I go about doing that? Can I just increase the number of the vertices on the sprite renderer and apply the same shader so that I get a more curved result? Or should I just move the warping mechanism to the fragment shader?

the shader:

  v2f vert(appdata_t IN)
         {
             v2f OUT;
             UNITY_SETUP_INSTANCE_ID(IN);
             UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
             float3 worldPos = mul(unity_ObjectToWorld, IN.vertex).xyz;
             OUT.vertex = UnityObjectToClipPos(IN.vertex + (IN.vertex * (sin(abs(worldPos.x / 2)) * 2 - 1) * 0.4f * (1 / (pow(worldPos.x, 2) + 1))) + float4((cos(abs(worldPos.x) / 2) * 3 + 1) * 0.4f * worldPos.x * (1 / (pow(worldPos.x, 2) + 1)), 0, 0, 0));
             OUT.texcoord = IN.texcoord;
             OUT.color = IN.color * _Color;
             #ifdef PIXELSNAP_ON
             OUT.vertex = UnityPixelSnap (OUT.vertex);
             #endif

             return OUT;
         }

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