Add shaders
This commit is contained in:
@@ -0,0 +1,31 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "!Debug/Tangents" {
|
||||
SubShader {
|
||||
Pass {
|
||||
Fog { Mode Off }
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
// vertex input: position, tangent
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float4 tangent : TANGENT;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
};
|
||||
v2f vert (appdata v) {
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos( v.vertex );
|
||||
o.color = v.tangent * 0.5 + 0.5;
|
||||
return o;
|
||||
}
|
||||
fixed4 frag (v2f i) : COLOR0 { return i.color; }
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user