Not completely sure this is the right forum for this but I couldn’t find anything closer to what I was looking for.
I’ve been working on making a cel shader that uses a hand-painted style based on the Hollow Knight games, and I’ve run into an issue trying to include WSN maps on my shader. I’ve made a World Space Normal map in Substance Painter, and I’ve added a toggle in my Cel shader to swap between Pixel Normal WS and the WSN map. This is all plugged in to a fairly standard Dot Product with the light direction, and connects to the alpha of some lerps to calculate where the highlights and shadows should appear.
The issue I’m having is that, when I toggle the shader to use the WSN map, the shader no longer considers the character’s position in the calculation - the light will appear as if it’s coming from the front of the character even if the character rotates 90 degrees. However, the highlights WILL rotate if the original directional light is moved. Presumably this is because the WSN map has baked in data and doesn’t account for the character’s changes in position. I’ve tried to look online to find ways of blending the WSN map with the Pixel Normal WS node but this has the same issue where the WSN map doesn’t rotate properly, and in some places actually makes the highlights appear in completely the wrong places.
I really need the WSN/normal map as I need to create the illusion of a curved surface on flat planes, so is there a way to include the WSN map in the calculation and still have the highlighted areas move with the character? If needed I also have the baked our normal map so if there’s a way to use standard normal maps somehow I can include those too.
