CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert
struct Input { float2 uv_MainTex; float3 worldPos; float4 modelPos_; };
void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); o.modelPos_ = v.vertex; } ENDCG
float lat = degrees(acos(IN.modelPos_.y / _R));//[0,180]