NormalSmoothing
This shader shows you the normals on your mesh so you can see the result of normal smoothing more explicitly.
An icosahedron with normal smoothing set to 35 degrees:
The same object with normal smoothing set to 40 degrees:
The same object with normal smoothing set to 45 degrees:
Invalid language.
You need to specify a language like this: <source lang="html4strict">...</source>
Supported languages for syntax highlighting:
4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic
Shader "MrJoy/Debug/Normal Smoothing" { Properties { } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_fog_exp2 #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" #include "AutoLight.cginc" struct v2f { V2F_POS_FOG; float3 normal : COLOR; }; v2f vert(appdata_tan v) { v2f o; PositionFog( v.vertex, o.pos, o.fog ); o.normal = (v.normal + 1) * 0.5; return o; } half4 frag(v2f i) : COLOR { i.normal = normalize(i.normal); return half4(i.normal.rgb, 1); } ENDCG } } }