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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!