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2026-01-08 16:50:20 +00:00
#if !defined(NORMALS_RENDERING_PASS)
#define NORMALS_RENDERING_PASS
half4 NormalsRenderingShared(half4 color, half3 normalTS, half3 tangent, half3 bitangent, half3 normal)
{
// Account for sprite flip
normalTS.xy *= unity_SpriteProps.xy;
half3 normalWS = TransformTangentToWorld(normalTS, half3x3(tangent.xyz, bitangent.xyz, normal.xyz));
half4 normalColor;
normalColor.rgb = 0.5 * ((normalWS)+1);
normalColor.a = color.a; // used for blending
return normalColor;
}
#endif