// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. Shader "Surface Reconstruction/Debug Normals" { Properties { } SubShader { Pass { Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag // vertex input: position, normal struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; fixed4 color : COLOR; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos( v.vertex ); o.color.rgb = v.normal * 0.5 + 0.5; o.color.a = 1.0; return o; } fixed4 frag (v2f i) : COLOR0 { return i.color; } ENDCG } } Fallback "VertexLit" }