Shader "Hidden/RS/ObjectSpaceNormals" { SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { half3 normal : TEXCOORD0; float4 pos : SV_POSITION; }; v2f vert(float4 vertex : POSITION, float3 normal : NORMAL) { v2f o; o.pos = UnityObjectToClipPos(vertex); o.normal = normal; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 c = 0; c.a = 1; c.rgb = i.normal * 0.5 + 0.5; return c; } ENDCG } } }