Shader "Vertex Modifier" { Properties { _MainTex ("Texture", 2D) = "depth" {} _Scale ("Scale", Float) = 1.0 } SubShader { Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert vertex:vert struct Input { float2 uv_MainTex; }; float _Scale; sampler2D _MainTex; void vert (inout appdata_full v){ v.vertex.z += _Scale * tex2Dlod(_MainTex, v.texcoord).r; } void surf (Input IN, inout SurfaceOutput o) { o.Albedo = float4(1.0f, 1.0f, 1.0f, 1.0f); } ENDCG } }