Shader "UsayaLib/Debug/3D/Unlit/WorldNormal" { SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 vertex : SV_POSITION; float3 normal : TEXCOORD0; }; v2f vert(appdata_base v){ v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.normal = UnityObjectToWorldNormal(v.normal); return o; } fixed4 frag(v2f i) : SV_Target { return fixed4(i.normal * 0.5 + 0.5, 1); } ENDCG } } }