Shader "Hidden/TangentVertexDataNode" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" float4 frag( v2f_img i ) : SV_Target { float2 xy = 2 * i.uv - 1; float z = -sqrt(1-saturate(dot(xy,xy))); float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x )); return float4((tangent), 1); } ENDCG } } }