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- Shader "Hidden/LightAttenuation"
- {
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #include "Lighting.cginc"
- float4 _EditorWorldLightPos;
- float4 frag(v2f_img i) : SV_Target
- {
- float3 vertexPos = PreviewFragmentPositionOS( i.uv );
- float3 normal = PreviewFragmentNormalOS( i.uv );
- float3 worldNormal = UnityObjectToWorldNormal( normal );
- float3 lightDir = normalize( _EditorWorldLightPos.xyz );
- return saturate(dot(worldNormal ,lightDir) * 10 + 0.1);
- }
- ENDCG
- }
- }
- }
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