Shader "Hidden/WorldSpaceLightPosNode" { SubShader { CGINCLUDE #include "UnityCG.cginc" #include "Preview.cginc" #pragma vertex vert_img #pragma fragment frag ENDCG Pass { CGPROGRAM float4 _EditorWorldLightPos; float4 frag( v2f_img i ) : SV_Target { float3 lightDir = normalize( _EditorWorldLightPos.xyz ); return float4 ( lightDir, 0); } ENDCG } Pass { CGPROGRAM float4 frag( v2f_img i ) : SV_Target { return (0).xxxx; } ENDCG } } }