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- Shader "Hidden/WorldNormalVector"
- {
- Properties
- {
- _A ("_WorldNormal", 2D) = "white" {}
- }
- SubShader
- {
- Pass //not connected
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
-
- float4 frag(v2f_img i) : SV_Target
- {
- float2 xy = 2 * i.uv - 1;
- float z = -sqrt(1-saturate(dot(xy,xy)));
- float3 worldNormal = normalize(float3(xy, z));
- return float4(worldNormal, 1);
- }
- ENDCG
- }
-
- Pass //connected
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
-
- sampler2D _A;
-
- 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, float4(vertexPos,1)).xyz;
- float3 worldTangent = UnityObjectToWorldDir(tangent);
- float tangentSign = -1;
- float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
- float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
- float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
- float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
-
- float2 sphereUVs = i.uv;
-
- sphereUVs.x = (atan2(vertexPos.x, -vertexPos.z) / (UNITY_PI) + 0.5);
- // Needs further checking
- //float3 tangentNormal = tex2Dlod(_A, float4(sphereUVs,0,0)).xyz;
- float3 tangentNormal = tex2D(_A, sphereUVs).xyz;
-
- worldNormal = fixed3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) );
-
- return float4(worldNormal, 1);
- }
- ENDCG
- }
- }
- }
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