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Shader "Hidden/WorldPosInputsNode"
{
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 worldPos = mul(unity_ObjectToWorld, vertexPos).xyz;
return float4 (worldPos, 1);
}
ENDCG
}
}
}