Shader "Hidden/PreviewShader/Posterize_f232fbec_5ce8_4ba5_8491_a7a66291d45f_Output" { Properties { Vector1_20d0d38d_52d0_4444_8ef4_da01a311590e_Uniform("", Float) = 0.1 } SubShader { // inside SubShader Tags { "Queue"="Geometry" "RenderType"="Opaque" "IgnoreProjector"="True" } // inside Pass ZWrite On Blend One Zero Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float3 ReflectionProbe_4f8cb744_19c5_4a6e_9bc1_172200f2fa25_normalDir; float Vector1_20d0d38d_52d0_4444_8ef4_da01a311590e_Uniform; struct v2f { float4 pos : SV_POSITION; float4 color : COLOR; float3 worldNormal : TEXCOORD1; }; inline float unity_posterize_float (float input, float stepsize) { return floor(input / stepsize) * stepsize; } v2f vert (appdata_full v) { v2f o = (v2f)0; o.pos = UnityObjectToClipPos(v.vertex);; float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 viewDir = UnityWorldSpaceViewDir(worldPos); float4 screenPos = ComputeScreenPos(UnityObjectToClipPos(v.vertex)); float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldNormal = worldNormal; return o; } half4 frag (v2f IN) : COLOR { float3 worldSpaceNormal = normalize(IN.worldNormal); float3 ReflectionProbe_4f8cb744_19c5_4a6e_9bc1_172200f2fa25 = ShadeSH9(float4(worldSpaceNormal.xyz , 1)); float4 Split_f630c862_c9a4_4765_b085_f9b01dd46061 = float4(ReflectionProbe_4f8cb744_19c5_4a6e_9bc1_172200f2fa25, 1.0); float Posterize_f232fbec_5ce8_4ba5_8491_a7a66291d45f_Output = unity_posterize_float (Split_f630c862_c9a4_4765_b085_f9b01dd46061.r, Vector1_20d0d38d_52d0_4444_8ef4_da01a311590e_Uniform); return half4(Posterize_f232fbec_5ce8_4ba5_8491_a7a66291d45f_Output, Posterize_f232fbec_5ce8_4ba5_8491_a7a66291d45f_Output, Posterize_f232fbec_5ce8_4ba5_8491_a7a66291d45f_Output, 1.0); } ENDCG } } Fallback Off }