#so it keeps calculating viewdir . light

1 messages · Page 1 of 1 (latest)

vestal tinsel
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Hmm rephrase that?

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I guess regardless of how it works technically, you can't fundamentally have a per-vertex normal map
At least it won't look like vertex lighting if that's what you're after

covert quail
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what i was expecting with vertex light is a nonbent light added on top of bent reflection

and for normals to bend light, the frag needs to know the light direction for each pixel, no? so i don't know how that's possible since interpolation is done before frag and that info is lost, i think

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yeah so why do i get normals with pixel light set to 0 in quality setting?

vestal tinsel
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It's unintuitive to apply normal mapping per fragment in that situation, but nothing says it can't be done like we see here

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You could apply normal mapping only to specular reflections, and even choose to calculate only one of diffuse and specular lighting in fragment stage, but that requires making your own shader