Hi, I am trying implement blend shape animation in vertex shader, but I have little idea how to rebuild the correct tangent after the blend. (The tangent is required to be mikktspace)
What I have:
- base mesh's positions + normals + tangent passed in as shader input
- multiple target meshes' position + normal (can be in delta or absolute form) and blend percentage accessed from shader resources
As vertex shader lack adjacent vertex info, do I have no choice but to retrieve blended result from shader to C++ side in order to rebuild tangent?
Any advice is appreciated.