Shader "Hidden/ColbyO/VNTG/UnlitWhite" { SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" "InteractionNormalPass" = "Enabled"} Pass { ZTest LEqual ZWrite On Cull Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 posOS : POSITION; float3 normalOS : NORMAL; }; struct Varyings { float4 posCS : SV_POSITION; float3 normalWS : TEXCOORD0; }; struct FragmentOutput { float4 mask : SV_Target0; float4 normal : SV_Target1; }; Varyings vert(Attributes IN) { Varyings OUT; OUT.posCS = TransformObjectToHClip(IN.posOS.xyz); OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS); return OUT; } FragmentOutput frag(Varyings IN) : SV_Target { FragmentOutput output; output.mask = float4(1, 1, 1, 1); float3 normal = normalize(IN.normalWS); output.normal = float4(normal * 0.5 + 0.5, 1.0); return output; } ENDHLSL } } }