Shader "Hidden/TangentVertexDataNode" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" float4 frag( v2f_img i ) : SV_Target { //float2 tp = 2 * i.uv - 1; //float tr = sqrt( dot(tp,tp) ); //tr = saturate( tr ); //float2 tuvs; //float f = ( 1 - sqrt( 1 - tr ) ) / tr; //float3 tangent = normalize(float3( (1-f)*2, tp.y*0.01, tp.x )); //float4((tangent), 1); //TODO: needs revision at some point return -1; } ENDCG } } }