Thank you for the information.
Would you instead of using vertex colors, would you basically export a painted normal map and then use that instead of VertexNormalWS
or VertexColorNormals
? It should give you more control too, right? From my understanding the point is to convert the VertexNormalWS
/VertexColorNormals
into a normal map, based on what you wrote.
Am I correct that if I went for screen aligned instead of view aligned, that there would be rim erosion no matter the angle the camera is facing like how I drew the blue lines surrounding the cube? If not, how exactly do you achieve that effect?
If so, is there any way to have it be screen aligned instead of view aligned? I’m assuming that instead of finding the dot product between the CameraVectorWS
and the VertexNormalWS
, it’s going to have to be calculating something different. Or maybe somehow ‘rotating the texture to always be facing the camera’ kind of scenario? Because wouldn’t we still need that calculation for the fresnel no matter what.
Also, about the current dot product calculation…wouldn’t the result be one? I inputted it in a calculator.
I’m looking at this and I’m not seeing the range for CameraVectorWS
or CameraPositionWS
but are they both [0, 1]?
Again, I’m an amateur at shaders and bad at math, so sorry if this is obvious.
Because you’ve said that the vertex paint and vertex normal isn’t going to have a difference in cost, I went with the vertex normal for now. I’ll change the nodes for the screen align if screen align is actually what I’m looking for.
