Shader "Hidden/WorldPosInputsNode" { 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))); float4 vertexPos = float4(xy, z,1); float4 worldPos = mul(unity_ObjectToWorld, vertexPos); return float4 (worldPos.xyz, 1); } ENDCG } } }