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Shader Graph Positioned Vertex Normals
First off, excuse my ignorance, but I wasn't able to find anything relating to this.
I'm using ShaderGraph and LWRP and I've created a "Wave" shader. The vertex positions of a faceted hexagonal are being displaced correctly and from that end, everything is working as intended.
The issue is the actual shading. The top of my object still seems to point up. With displaced vertexes, the normal should now start facing different directions, and thus shade differently.
Is it possible, using ShaderGraph, to recalculate the vertex normals after they've been displaced?
Answer by alanmthomas · Apr 26, 2019 at 05:23 PM
I was facing a similar issue. After much tinkering, I found a solution that worked for me. I changed that first Position node in the graph to a Normal Vector node. I kept it set to world space. Afterwards, everything worked really well. I got the displacement I was looking for without any of the hard edge issues or other issues with shading. I hope it works for you.
Answer by Tsequier · Oct 23, 2018 at 02:00 PM
Hello ! Have you found any solutions for your problem? I'm currently experiencing the same one ! Thanks !
I'm also running into this issue. Have you found any solution?
@alanmthomas It's an issue of normals of the vertex not being recalculated after being moved, but I don''t think there is a node for that yet...
Sadly enough there's isn't any solution using shader graph (I think), as I even ended up program$$anonymous$$g my own node, however that didn't help. I don't remember why exactly it was not working, but it has something to do with how shadergraph separates vertex and fragment shader and their input. I ended up making my own custom shader.
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