Shader "Hidden/RS/TriPlanarUnlit" { SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "RSPropertiesCG.cginc" #include "RSUtilsCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 vertex : SV_POSITION; float3 worldPos : TEXCOORD0; float3 normal : TEXCOORD1; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.worldPos = mul(unity_ObjectToWorld, v.vertex); o.normal = normalize(mul(v.normal, (float3x3)unity_WorldToObject)); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 c = SampleTriPlanar(_RS_Texture, _RS_Texture_ST, i.worldPos, i.normal, _RS_Sharpness); c *= _RS_Color; return c; } ENDCG } } }