When Fresnel rotates using the world position offset if brightness changes.
For example, if the emissive color depends on the Fresnel, the brightness varies with the rotation.
float Fresnel = saturate(dot(VertexNormalWS, CameraVector));
EmissiveColor = Color.rgb * Intensity + pow(1 - Fresnel, FresnelBorder));
I would like to know if there is some method to keep the brightness constant while rotating.
Thank you so much!!