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- Shader "Hidden/VertexBinormalNode"
- {
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- float4 frag( v2f_img i ) : SV_Target
- {
- float2 xy = 2 * i.uv - 1;
- float z = -sqrt(1-saturate(dot(xy,xy)));
- float3 vertexPos = float3(xy, z);
- float3 normal = normalize(vertexPos);
- float3 worldNormal = UnityObjectToWorldNormal(normal);
-
- float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
- 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
- }
- }
- }
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