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Unity - how to make material double sided - Stack Overflow The lighting will work correct if you simply apply a view direction to the normal ie: Based on normal dot viewdir, flip normal The idea is that the normal is only correct in a single direction - but you essentially want lighting from both front and rear views
Procedural Meshes in Unity: Normals and Tangents - code-spot In this example, we will be generating a mesh for a open-ended double sided cylinder with smooth normals Even though the mesh is double sided, we will only do calculations for the outside
Normal Map from Tangent Space to World - Unity Discussions So if you want to get fresnel, add that variable to the Input struct, assign the o Normal either with the tangent space normal from the texture or half3(0,0,1) if you don’t want the normal map to affect lighting, and do a dot product between that and the tangent space normal
Unity - Scripting API: Mesh. tangents Unity calculates the other surface vector (binormal) by taking a cross product between normal and tangent, and multiplying result by tangent w Thus w should always be 1 or -1 You should calculate tangents yourself if you plan to use bump-mapped shaders on the mesh Assign tangents after assigning normals or using RecalculateNormals
problem getting double-sided normals to display - Unity Engine - Unity . . . The 3D artist (who doesn’t have Unity) has those faces set properly in Maya, but after import to Unity, they are one-sided; the backside is transparent Is there a trick in Maya or Unity to assigning double-sided normals to certain faces (we don’t want to make the entire mesh double-sided, obviously)
Double sided normal mapped shader - Unity Discussions Normals in the detail shader are straight out from the mesh, whereas normals on a normalmapped shader can be all sorts of directions As the backside of a double sided shader will have inverted UV’s as well, I can’t just invert the normal
Tricky problem: calculating tangent. w on the fly? - Unity Engine . . . Hi, So I have a relatively tricky problem The community ocean shader calculates both fresnel and specular using a rotation matrix calculated in the shader: float3 binormal = cross( normalize(v normal), normalize(v tangent xyz) ); float3x3 rotation = float3x3( v tangent xyz, binormal, v normal ); As you can see it omits multiplying the binormal with tangent w (handedness) as tangent w is used
Dark back-facing normals while using two-sided shader - Unity Engine . . . Hello! We are currently experiencing an issue with back-facing mesh normals being too dark, regardless of the lighting conditions The same issue occurs in all the two-sided shaders I could get my hands on (Alloy, UBER, free two-sided shader package, etc ) We’ve also tried different ways of adjusting mesh normals (by projecting them from the dome, perpendicular to the ground, etc ), but