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- Shader "Hidden/VertexTangentNode"
- {
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- float4 frag( v2f_img i ) : SV_Target
- {
- float2 tp = 2 * i.uv - 1;
- float tr = sqrt( dot(tp,tp) );
- tr = saturate( tr );
- //if ( tr < 1 ) {
- float2 tuvs;
- float f = ( 1 - sqrt( 1 - tr ) ) / tr;
- float3 tangent = normalize(float3( (1-f)*2, tp.y*0.01, tp.x ));
- return float4((tangent), 1);
- //}
- //else {
- // return 0;
- //}
- }
- ENDCG
- }
- }
- }
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