SinglePixel.Soft wrote:Hi, i'm making a game that i want it to have a low poly effect where the triangles are clearly visible, like Superhot. (the look, not the gameplay).
I know that i can remove the smoothing groups in Maya, or that i can make the mesh as "hard", but that would make the engine render each triangle by itself as far as i know, eating up resources.
Is there a way to make a custom shader that would tell the lighting in Unity to render each face flat? Without driving the calls up?
I'd hate to have to make a normal map for every single model that is faceted as it would really eat up most of my time, instead of spending it making a good game.
SinglePixel.Soft wrote:The low poly part of the water shader does what i was looking for, thanks.
pacoCasares wrote:
RogDolos wrote:I believe deadlycrow1 is correct and the example included is incorrect. I'm not a shader expert by any stretch but when that also didn't work for me, a bit of searching and it seems the DDY and DDX are reversed for left/right. Also before plugging into the normal map the world position should be translated to tangent.
This works much better:
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