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Channel: Answers for "getting the local vertex positions in vertex shader"
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Answer by Khuran91

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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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