// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unity Shaders Book/Chapter 5/False Color" { SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; fixed4 color : COLOR0; }; v2f vert(appdata_full v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); // Visualize normal o.color = fixed4(v.normal * 0.5 + fixed3(0.5, 0.5, 0.5), 1.0); // Visualize tangent o.color = fixed4(v.tangent.xyz * 0.5 + fixed3(0.5, 0.5, 0.5), 1.0); // Visualize binormal fixed3 binormal = cross(v.normal, v.tangent.xyz) * v.tangent.w; o.color = fixed4(binormal * 0.5 + fixed3(0.5, 0.5, 0.5), 1.0); // Visualize the first set texcoord o.color = fixed4(v.texcoord.xy, 0.0, 1.0); // Visualize the second set texcoord o.color = fixed4(v.texcoord1.xy, 0.0, 1.0); // Visualize fractional part of the first set texcoord o.color = frac(v.texcoord); if (any(saturate(v.texcoord) - v.texcoord)) { o.color.b = 0.5; } o.color.a = 1.0; // Visualize fractional part of the second set texcoord o.color = frac(v.texcoord1); if (any(saturate(v.texcoord1) - v.texcoord1)) { o.color.b = 0.5; } o.color.a = 1.0; // Visualize vertex color // o.color = v.color; return o; } fixed4 frag(v2f i) : SV_Target { return i.color; } ENDCG } } }