I've been trying to create a Texel/resolution based lighting model. My first thought was using UV based normal maps but I have the issue that the lighting or isn't bein calculated correctly. If anyone knows how to do this I'd like help and maybe a solution!
thanks in advanced
#Texel based lighting model (V6.3)
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https://discussions.unity.com/t/the-quest-for-efficient-per-texel-lighting/700574/22
This thread has info how to do it
Okay i tried using the thread as reference but i don't really know the output for them. But the lighting calculations are still pretty weird. Also i don'T know what to do with the SnappedWorldPos. I'm on URP and the samples are all in older versions. And the newer versions are just too complicated for me. Also the .hlsl is the file i used for the custom function in the "Texelize" subgraph.
Also if this helps here's my Diffuse calculations subgraph