#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