ElectricityBusinessHall_Dig.../Assets/ArtRes/Sycoforge/Easy Decal/Shader/TangentVisualizer.shader

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// 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
}
}
}