Shader "Amazing Assets/Curved World/Debug Normal" { Properties { [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) } SubShader { Tags { "RenderType"="CurvedWorld_Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../../Core/CurvedWorldTransform.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; float4 tangent : TANGENT; }; struct v2f { float4 vertex : SV_POSITION; float3 normal : TEXCOORD0; }; v2f vert (appdata v) { v2f o; #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) #else CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) #endif #endif o.vertex = UnityObjectToClipPos(v.vertex); o.normal = UnityObjectToWorldNormal(v.normal); return o; } float4 frag (v2f i) : SV_Target { return float4(i.normal, 1); } ENDCG } //PassName "ScenePickingPass" Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #pragma target 3.0 #pragma multi_compile_instancing #pragma vertex vertEditorPass #pragma fragment fragScenePickingPass #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/SceneSelection.cginc" ENDCG } //Pass "ScenePickingPass" //PassName "SceneSelectionPass" Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #pragma target 3.0 #pragma multi_compile_instancing #pragma vertex vertEditorPass #pragma fragment fragSceneHighlightPass #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/SceneSelection.cginc" ENDCG } //Pass "SceneSelectionPass" } }