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PlayCreatively · Dec 28, 2021 at 12:09 AM ·
shadowsnormalsvertex shadermorphing
Shadows are choppy from vertex displacement.
I'm using the Universal Render Pipeline (URP). I'm offsetting the vertices' Y-position by how close they are to the sphere. That works perfectly fine, but the shadows look terribly wrong. Am I right to deduce that this is because I'm morphing the vertices but I'm not altering the normals accordingly? If so, how do I calculate the normals?
weird-shadows.png
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