I have a similar issue. I'm trying to write a shader that draws random white pixels on a solid black plane, using local coordinates of the plane to generate random values.
This is what I've written:
Shader "Custom/stars_shader"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma fragment frag
#pragma vertex vert
#include "UnityCG.cginc"
struct fragmentInput
{
float4 m_position : TEXCOORD2;
float4 position : SV_POSITION;
};
fragmentInput vert(appdata_base i)
{
fragmentInput o;
o.position = mul (UNITY_MATRIX_MVP, i.vertex);
o.m_position = i.vertex;
return o;
}
float rand(float3 co)
{
return frac(sin(dot(co.xyz, float3(12.9898,78.233,45.5432))) * 43758.5453);
}
float4 frag(fragmentInput i) : COLOR
{
float4 color;
if(rand(i.m_position.xyz)
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