Use normal of Transform for Shader? (for Mesh without normals)

Hey fellas, got an interesting one for ya–

I’m trying to write the elusive 3D Text Shader With Lighting. It seems to be a simple problem; the shader can’t figure out the lighting because a Text Mesh does not give any data about normals.

So, very simply… how do I tell a shader to use the direction of its transform as a substitute for the normal of a mesh?

Seems easy enough but I haven’t found any solution to it despite hours of searching.

Let’s figure this out!

So you should just define a Vector parameter for the shader and set it to the forward of the transform and then use that in a shader as the normal.