Shader "Hidden/ftUVNormalMap" { Properties { _BumpMap ("Normal map", 2D) = "bump" { } bestFitNormalMap ("Best fit normals texture", 2D) = "white" { } } SubShader { Pass { //Name "META" //Tags {"LightMode"="Meta"} Cull Off CGPROGRAM #define _TANGENT_TO_WORLD #define UNITY_PASS_META #include "UnityStandardMeta.cginc" Texture2D bestFitNormalMap; //sampler2D _BumpMap; float4 _BumpMap_scaleOffset; float _IsTerrain; struct v2f_meta2 { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 normal : TEXCOORD1; float3 tangent : TEXCOORD2; float3 binormal : TEXCOORD3; }; v2f_meta2 vert_meta2 (VertexInput v) { v2f_meta2 o; o.pos = float4(((v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw)*2-1) * float2(1,-1), 0.5, 1); // UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); o.uv = v.uv0 * _BumpMap_scaleOffset.xy + _BumpMap_scaleOffset.zw; o.normal = normalize(mul((float3x3)unity_ObjectToWorld, v.normal).xyz); if (_IsTerrain == 0.0f) { o.tangent = normalize(mul((float3x3)unity_ObjectToWorld, v.tangent.xyz).xyz); o.binormal = cross(o.normal, o.tangent) * v.tangent.w; } else { o.tangent = cross(o.normal, float3(0,0,1)); o.binormal = cross(o.normal, o.tangent) * -1; } return o; } float3 EncodeNormalBestFit(float3 n) { float3 nU = abs(n); float maxNAbs = max(nU.z, max(nU.x, nU.y)); float2 TC = nU.z