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Use normal of Transform for Shader? (for Mesh without normals)
Hey fellas, got an interesting one for ya--
I'm trying to write the elusive 3D Text Shader With Lighting. It seems to be a simple problem; the shader can't figure out the lighting because a Text Mesh does not give any data about normals.
So, very simply... how do I tell a shader to use the direction of its transform as a substitute for the normal of a mesh?
Seems easy enough but I haven't found any solution to it despite hours of searching.
Let's figure this out!
Answer by whydoidoit · Apr 14, 2013 at 10:28 AM
So you should just define a Vector parameter for the shader and set it to the forward of the transform and then use that in a shader as the normal.
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