Shader "Hidden/VertexTangentNode" { 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 ); //if ( tr < 1 ) { float2 tuvs; float f = ( 1 - sqrt( 1 - tr ) ) / tr; float3 tangent = normalize(float3( (1-f)*2, tp.y*0.01, tp.x )); return float4((tangent), 1); //} //else { // return 0; //} } ENDCG } } }