#if !defined(NORMALS_RENDERING_PASS) #define NORMALS_RENDERING_PASS float4 NormalsRenderingShared(float4 color, float3 normalTS, float3 tangent, float3 bitangent, float3 normal) { float4 normalColor; float3 normalWS = TransformTangentToWorld(normalTS, float3x3(tangent.xyz, bitangent.xyz, normal.xyz)); float3 normalVS = TransformWorldToViewDir(normalWS); normalColor.rgb = 0.5 * ((normalVS)+1); normalColor.a = color.a; // used for blending return normalColor; } #endif