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Bump mapping procedural mesh.
So, over the past few months as a pet project I have been playing with procedural meshes. I have successfully got a procedural mesh working how I would like, and using a texture map I am now able to texture individual areas of the mesh how I choose.
I was thinking of now moving into trying to apply a form of bump mapping to the mesh. I was 'hoping' it would be as easy as selecting bumped diffuse, using my texture map, and creating a corresponding normal map to go along with it.
I know now this is not the case as I am just using RecalculateNormals(), so how do I interpolate or 'get' the normal values from a pixel location of my image for each fragment? Does the Mesh.uv2 array have something to do with this? I am under the assumption I will not need to write my own shader because the bumped diffuse shader should already handle this should it not?
Thank you for any information and insight!
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                