Shader "Hidden/WorldPosInputsNode" { SubShader { Pass //world space { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag float4 frag(v2f_img i) : SV_Target { float2 xy = 2 * i.uv - 1; float z = -sqrt(1-saturate(dot(xy,xy))); float3 vertexPos = float3(xy, z); float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos); return float4(worldViewDir, 1); } ENDCG } Pass //tangent space { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag float4 frag(v2f_img i) : SV_Target { float2 xy = 2 * i.uv - 1; float z = -sqrt(1-saturate(dot(xy,xy))); float3 vertexPos = float3(xy, z); float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos); float3 normal = normalize(vertexPos); float3 worldNormal = UnityObjectToWorldNormal(normal); float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x )); float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz; float3 worldTangent = UnityObjectToWorldDir(tangent); float tangentSign = -1; float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign); float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); fixed3 viewDirTan = tSpace0.xyz * worldViewDir.x + tSpace1.xyz * worldViewDir.y + tSpace2.xyz * worldViewDir.z; return float4(viewDirTan, 1); } ENDCG } } }