I wish to animate foliage with vertex animation however I’ve unsuitable output as a result of I can not correctrly remodel from object house to clip house, and my foliage goes off the mannequin. How Can I convert in corrent method the house?
fragmentInput vertexProgram(vertexInput information)
{
UNITY_SETUP_INSTANCE_ID(information);
fragmentInput output;
float3 positionWS = TransformObjectToWorld(information.positionOS);
output.positionCS = TransformWorldToHClip(positionWS);
output.positionWSAndFog = float4(positionWS, ComputeFogFactor(output.positionCS.z));
VertexNormalInputs normalInput = GetVertexNormalInputs(information.normalOS, information.tangentOS);
output.normalWS = normalInput.normalWS;
output.tangentWS = normalInput.tangentWS;
output.bitangentWS = normalInput.bitangentWS;
output.uv = TRANSFORM_TEX(information.uv, _BaseColor);
output.viewDirectionWS = GetWorldSpaceViewDir(positionWS);
#ifdef _MAIN_LIGHT_SHADOWS
output.shadowCoord = TransformWorldToShadowCoord(positionWS);
#endif
OUTPUT_LIGHTMAP_UV(enter.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
OUTPUT_SH(output.normalWS, output.vertexSH);
// I am beginning my animation from right here
float4 worldPos = mul(information.positionOS, unity_ObjectToWorld);
float2 samplePos = worldPos.xz / _WorldSize.xz;
samplePos += _Time.x * _WindSpeed.xy;
float windSample = tex2Dlod(_WindTex, float4(samplePos, 0, 0));
output.positionCS.x += sin(_WaveSpeed * windSample) * _WaveAmp;
output.positionCS.z += cos(_WaveSpeed * windSample) * _WaveAmp;
// then I sholud by some means convert to clip house if im not unsuitable
return output;
}



