74 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| // Curved World <http://u3d.as/1W8h>
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| // Copyright (c) Amazing Assets <https://amazingassets.world>
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|  
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| Shader "Amazing Assets/Curved World/Debug Normal"
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| {
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|     Properties
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|     {
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|         [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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|     }
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|     SubShader
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|     {
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|         Tags { "RenderType"="CurvedWorld_Opaque" }
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|         LOD 100
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| 
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|         Pass
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|         {
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|             CGPROGRAM
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|             #pragma vertex vert
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|             #pragma fragment frag
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| 
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|             #include "UnityCG.cginc"
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| 
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| 
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| #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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| #define CURVEDWORLD_BEND_ID_1
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| #pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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| #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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| #include "../Core/CurvedWorldTransform.cginc" 
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| 
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|             struct appdata
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|             {
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|                 float4 vertex : POSITION;
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|                 float2 uv : TEXCOORD0;
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| 
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|                 float3 normal : NORMAL;
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|                 float4 tangent : TANGENT;
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|             };
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| 
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|             struct v2f
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|             {                
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|                 float4 vertex : SV_POSITION;
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|                 float3 normal : TEXCOORD0;
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|             };
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| 
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| 
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|             v2f vert (appdata v)
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|             {
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|                 v2f o;
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| 
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| 
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|                 #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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|                     #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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|                         CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
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|                     #else
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|                         CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
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|                     #endif
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|                 #endif
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| 
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| 
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|                 o.vertex = UnityObjectToClipPos(v.vertex);  
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|                 o.normal = UnityObjectToWorldNormal(v.normal);
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| 
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|                 return o;
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|             }
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| 
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|             float4 frag (v2f i) : SV_Target
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|             {                
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|                 return float4(i.normal, 1);
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|             }
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|             ENDCG
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|         }       
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|     }
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| }
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