// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "Unlit/Tangent Visualizer" { Properties { _MainTex("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; // The vertex normal in model space. float4 tangent : TANGENT; // The tangent vector in Model Space (used for normal mapping). }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float3 tangent : TANGENT; // The tangent vector in Model Space (used for normal mapping). float3 normal : TEXCOORD1; // The tangent vector in Model Space (used for normal mapping). }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.tangent = mul((float3x3)unity_ObjectToWorld, v.tangent); o.normal = v.normal; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return float4(i.tangent, 1); } ENDCG } } }