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Full source <URP>/Shaders/2D/Include/NormalsRenderingShared.hlsl HLSL 17 lines 9 symbols 0 includes Hide source Show source
NormalsRenderingShared.hlsl <URP>/Shaders/2D/Include/NormalsRenderingShared.hlsl
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<URP>/Shaders/2D/Include/NormalsRenderingShared.hlsl full source

#if !defined(NORMALS_RENDERING_PASS)
#define NORMALS_RENDERING_PASS

half4 NormalsRenderingShared(half4 color, half3 normalTS, half3 tangent, half3 bitangent, half3 normal)
{
    // Account for sprite flip
    normalTS.xy *= unity_SpriteProps.xy;
    half3 normalWS = TransformTangentToWorld(normalTS, half3x3(tangent.xyz, bitangent.xyz, normal.xyz));

    half4 normalColor;
    normalColor.rgb = 0.5 * ((normalWS)+1);
    normalColor.a = color.a;  // used for blending

    return normalColor;
}
#endif