#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" PackedVaryings vert(Attributes input) { Varyings output = (Varyings)0; input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy); output = BuildVaryings(input); output.normalWS = -GetViewForwardDir(); PackedVaryings packedOutput = PackVaryings(output); return packedOutput; } half4 frag(PackedVaryings packedInput) : SV_TARGET { Varyings unpacked = UnpackVaryings(packedInput); UNITY_SETUP_INSTANCE_ID(unpacked); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked); #ifdef UNIVERSAL_USELEGACYSPRITEBLOCKS half4 color = surfaceDescription.SpriteColor; #else half4 color = half4(1.0,1.0,1.0, surfaceDescription.Alpha); #endif #if ALPHA_CLIP_THRESHOLD clip(color.a - surfaceDescription.AlphaClipThreshold); #endif half crossSign = (unpacked.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); half3 bitangent = crossSign * cross(unpacked.normalWS.xyz, unpacked.tangentWS.xyz); return NormalsRenderingShared(color, surfaceDescription.NormalTS, unpacked.tangentWS.xyz, bitangent, unpacked.normalWS); }