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  1. Shader "Hidden/TangentVertexDataNode"
  2. {
  3. SubShader
  4. {
  5. Pass
  6. {
  7. CGPROGRAM
  8. #pragma vertex vert_img
  9. #pragma fragment frag
  10. #include "UnityCG.cginc"
  11. float4 frag( v2f_img i ) : SV_Target
  12. {
  13. //float2 tp = 2 * i.uv - 1;
  14. //float tr = sqrt( dot(tp,tp) );
  15. //tr = saturate( tr );
  16. //float2 tuvs;
  17. //float f = ( 1 - sqrt( 1 - tr ) ) / tr;
  18. //float3 tangent = normalize(float3( (1-f)*2, tp.y*0.01, tp.x ));
  19. //float4((tangent), 1);
  20. //TODO: needs revision at some point
  21. return -1;
  22. }
  23. ENDCG
  24. }
  25. }
  26. }