float3 worldPos = mul ((float3x4)unity_ObjectToWorld, vertex);
float distLimit = _affectDist;
for (int i = 0; i < _obstacleCount; i++)
{
float3 _obstacle = _obstacles[i];
float3 bendDir = normalize (float3(worldPos.x,0,worldPos.z) - float3(_obstacle.x,0,_obstacle.z));
float distMulti = (distLimit-min(distLimit,distance(float3(worldPos.x,0,worldPos.z),float3(_obstacle.x,0,_obstacle.z))))/distLimit;
vertex.xz += bendDir.xz * distMulti * a * a * _bendAmount;
}