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Question by drudiverse · Oct 05, 2014 at 09:13 AM · shaderlab

How to get vertex normal into surface program?

I have tried

float3 nml : NORMAL;
in struct input and similar spellings, i can't get it to compile, how do i do it please?

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avatar image drudiverse · Oct 05, 2014 at 09:22 AM 0
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http://forum.unity3d.com/threads/unknown-semantics-normal.152673/

TEXCOORD1 apparently!?! then when i make o.normal = v.normal, it looks wrong?!

i have to rotationmatrix v.normal to get o.normal?!

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Answer by ModLunar · Jun 03, 2018 at 01:10 AM

In the docs on the page here: https://docs.unity3d.com/Manual/SL-SurfaceShaders.html They talk about the Surface Shader input structure. They say if you put a float3 called worldNormal in your input struct, it'll be populated with the world-space normal. So this would look something like:

 struct Input {
     float2 uv_MainTex;
     float3 worldNormal; //Note: for a surface shader, you don't put the semantic NORMAL here
 };

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Answer by tanoshimi · Oct 05, 2014 at 09:33 AM

I believe you need to transfer it to the Input structure via the vertex modifier function. e.g.

 Shader "Example/Vertex Normal" {
     Properties {
       _MainTex ("Texture", 2D) = "white" {}
     }
     SubShader {
       Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
       LOD 200
       CGPROGRAM

       #pragma surface surf Lambert alpha vertex:vert

       sampler2D _MainTex;

       struct Input {
           float2 uv_MainTex;
           float4 color : COLOR;
           float3 vertexNormal; // This will hold the vertex normal
       };

       // Transfer the vertex normal to the Input structure
       void vert (inout appdata_full v, out Input o) {
           UNITY_INITIALIZE_OUTPUT(Input,o);
           o.vertexNormal = abs(v.normal);
       }

       void surf (Input IN, inout SurfaceOutput o) {
           half4 c = tex2D (_MainTex, IN.uv_MainTex);
           o.Albedo = c.rgb * IN.color.rgb; // vertex RGB
           o.Alpha = c.a * IN.color.a; // vertex Alpha

           // Do whatever you want with IN.vextexNormal here. For example:
           o.Albedo *= IN.vertexNormal;
       }
       ENDCG
     } 
     Fallback "Diffuse"
   }
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