float2 getMatcapUV(float3 viewDirection, float3 normalDirection) { half3 worldViewUp = normalize(half3(0, 1, 0) - viewDirection * dot(viewDirection, half3(0, 1, 0))); half3 worldViewRight = normalize(cross(viewDirection, worldViewUp)); half2 matcapUV = half2(dot(worldViewRight, normalDirection), dot(worldViewUp, normalDirection)) * 0.5 + 0.5; return matcapUV; } float3 CreateBinormal(float3 normal, float3 tangent, float binormalSign) { return cross(normal, tangent.xyz) * (binormalSign * unity_WorldTransformParams.w); } float random(in float3 st) { return frac(cos(dot(st.xyz, float3(12.9898, 78.233, 123.691))) * 43758.5453123); }