vs.tangent = normalize(mul((float3x3)unity_ObjectToWorld,input.tangent.xyz)); vs.binormal = normalize(cross(vs.normal,vs.tangent)*input.tangent.w); float4 color ...
NormalScale ("Normal depth",Range(0.0,20.0)) = 8.0 SpecularSpread ("Specular Spread",Range(0.0,200.0)) = 100.0 SpecularPower ("Specular Power",Range(0.0,10.0)) = 1.0 ...