#so it keeps calculating viewdir . light
1 messages · Page 1 of 1 (latest)
Hmm rephrase that?
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
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
yeah so why do i get normals with pixel light set to 0 in quality setting?
Data is not lost on interpolation
Each vertex has all the data about a light that the fragments/pixels would normally have
It's just interpolated to each fragment based on fragment's relative position on the polygon
It's unintuitive to apply normal mapping per fragment in that situation, but nothing says it can't be done like we see here
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