# unity – How to displace a segmented line along a sine wave with Shader Graph?

I have a mesh made of three identical cylinders (conceptually just line segments with a non-zero thickness) crossed over each other at 60 degree angles, so the ends describe the points of a regular hexagon. The cylinders are divided into a lot of segments, which I’d like to displace in a sinewave pattern. The pivot is in the center of the mesh.

My concept is pretty straightforward:

• Subtract object position from vertex position to get vertex position relative to the pivot (VPR).
• Normalize VPR and swap the X and Y to get a vector in the XY plane perpendicular to the orientation of the cylinder.
• Take the magnitude of VPR, multiply by a V1 parameter (Waviness), then take the sine.
• Multiply the sine by the perpendicular orientation vector to get the displacement.
• Add the displacement to the vertex position. Assign result to master node’s vertex position.

This really feels like it should work. Each cylinder should be distorted along a sine wave, with the magnitude of the distortion increasing the further it gets from the center, so I end up with three wavy lines crossed over each other at 60 degree angles. Increasing `Waviness` should increase the frequency of the wave, as the base value is multiplied by it before feeding into the sine node.

Instead, things curve just a little bit at a low `Waviness`, but as I increase it the cylinders get both thicker and longer, neither of which should be happening, and start wrapping themselves around the mesh in weird patterns. I have no idea what I’m doing wrong!

Here’s my graph setup, with the mesh assigned to the preview so you can see what a mess it’s making of it:

Any ideas how I can fix this?