- Home /
Question by
sschoellhammer · Aug 24, 2013 at 07:20 AM ·
shadertangent
tangents being normalized?
I'm trying to get a custom vector (per vertex velocity) into my shader via script. First I tried vertexcolors but as those aren't float I read somewhere else that it's best to just set the mesh tangents.
It seems however that the Vector gets normalized somewhere..
I'm setting these pragmas:
#pragma exclude_renderers d3d11 xbox360
#pragma vertex vert
#pragma glsl
#pragma glsl_no_auto_normalization
#pragma fragment frag
but glsl_no_auto_normalization doesn't seem to have any effect :/
Any ideas what could be going wrong?
Thanks in advance!
seb
Comment
Your answer
Follow this Question
Related Questions
tangent space viewDir in a SurfaceShader 0 Answers
Getting "vertexSize != stride" when using mesh tangents 1 Answer
"Shader wants tangents, but the mesh doesn't have them" 2 Answers
Procedural heightmap shader - Normals and tangents 0 Answers
Shader issue: Normal map from tangent to world space - Textures flipping? 0 Answers