Shader "Hidden/LightAttenuation" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" float4 _EditorWorldLightPos; float4 frag(v2f_img i) : SV_Target { float2 xy = 2 * i.uv - 1; float z = -sqrt(1-saturate(dot(xy,xy))); float3 worldNormal = normalize(float3(xy, z)); float3 lightDir = normalize( _EditorWorldLightPos.xyz ); return saturate(dot(worldNormal ,lightDir) * 10 + 0.1); } ENDCG } } }