123456789101112131415161718192021222324252627282930 |
- 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
- }
- }
- }
|