Hi everyone,
I’m experimenting with a deliberately retro / 5th-generation-inspired visual style.
My goal is to use very simple meshes (low poly) combined with detailed normal maps, but without using standard per-pixel dynamic lighting.
Specifically, I’m interested in using per-vertex lighting (Gouraud-style) as the main lighting model, while still having normal maps influence the final shading in a non-physical way (for example, modulating or perturbing the interpolated vertex lighting, rather than doing full per-pixel lighting).
I understand that “true” normal mapping normally requires per-pixel lighting, so I’m not aiming for physically correct results. This is more of a stylized / hybrid approach.
My question is:
Is it possible in Unreal Engine (via materials or custom shaders) to combine per-vertex lighting with normal maps used as a secondary modulation, instead of standard per-pixel lighting?
If so, what would be the recommended approach (Unlit materials, custom vertex calculations, etc.)?