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- Shader "Hidden/ShowNormals"
- {
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- float2 uv : TEXCOORD0;
- float3x3 tbn : TEXCOORD1;
- };
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- float3 tangent = normalize(v.tangent.xyz - v.normal * dot(v.normal, v.tangent.xyz));
- float3 bitangent = cross(v.normal, tangent) * v.tangent.w;
- o.tbn = float3x3(tangent, bitangent, v.normal);
- return o;
- }
- sampler2D _BumpMap;
- float4 frag(v2f i) : SV_Target
- {
- float3 normal = tex2D(_BumpMap, i.uv).xyz;
- if (length(normal) == 0.0 || any(abs(normal) > 1.0))
- {
- normal = float3(0.0, 0.0, 1.0);
- }
- normal = (2.0 * normal) - 1.0;
- normal = normalize(mul(normal, i.tbn));
- normal = mul(normal, unity_ObjectToWorld).xyz;
- normal = (normal + 1.0) / 2.0;
- return float4(normal, 1.0);
- }
- ENDCG
- }
- }
- }
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