Shader "Hidden/VertexBinormalNode" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" #include "Preview.cginc" float4 frag( v2f_img i ) : SV_Target { float3 vertexPos = PreviewFragmentPositionOS( i.uv ); float3 normal = PreviewFragmentNormalOS( i.uv ); float3 worldNormal = UnityObjectToWorldNormal(normal); float3 tangent = PreviewFragmentTangentOS( i.uv ); float3 worldPos = mul(unity_ObjectToWorld, vertexPos).xyz; float3 worldTangent = UnityObjectToWorldDir(tangent); float tangentSign = -1; float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign); return float4(worldBinormal, 1); } ENDCG } } }