Init
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Shader "Hidden/TangentVertexDataNode"
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{
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "Preview.cginc"
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float4 frag( v2f_img i ) : SV_Target
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{
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float3 normal = PreviewFragmentNormalOS( i.uv );
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float3 tangent = normalize(float3( -normal.z, normal.y*0.01, normal.x ));
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return float4((tangent), 1);
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}
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ENDCG
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}
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}
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}
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