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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
}
}
}
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