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 } } }