Shader "Custom/LightprobeNodeShader" { Properties { } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" } Blend One Zero Cull Back ZTest LEqual ZWrite On LOD 200 CGPROGRAM #pragma target 3.0 #pragma surface surf Standard vertex:vert #pragma glsl #pragma debug float3 ReflectionProbe_4f8cb744_19c5_4a6e_9bc1_172200f2fa25_normalDir; struct Input { float4 color : COLOR; float3 worldNormal; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); } void surf (Input IN, inout SurfaceOutputStandard o) { float3 worldSpaceNormal = normalize(IN.worldNormal); float3 ReflectionProbe_4f8cb744_19c5_4a6e_9bc1_172200f2fa25 = ShadeSH9(float4(worldSpaceNormal.xyz , 1)); o.Emission = ReflectionProbe_4f8cb744_19c5_4a6e_9bc1_172200f2fa25; } ENDCG } FallBack "Diffuse" CustomEditor "LegacyIlluminShaderGUI" }