So long story short: I’ve seen alot of prototypes that use some form of texture that is a simple checker pattern and the colors seem to be based on the orientation or ray traced to world orientation. I have no problem creating the checker pattern (either procedurally or by importing a normal) but I can’t seem to figure out how they are getting the orientation so that the colors are based on the orientation.
IE: Color 1 faces the +Y (up), Color 2 is anything on the X axis, and Color 3 faces the -Y (down) axis
Could anyone point me in the right direction?
Any help is appreciated,
Thanks,
Voraga