Hi! I am in the process of creating shaders for a stylized scene and am struggling with a cylindrical metal highlight portion of the material. I am attempting to recreate the metalrailing from this concept by Eugene Bright
I’ve tried doing different forms of fresnel, and dotproducts between a raytrace and vertexnormals in different coordinate spaces, but they all have the same issue with gradient depending on slope/depth/etc.
I’ve pretty much concluded that I have to do a 2D comparison between something like a point on the screen with the vertexnormal to get the desired effect, but I haven’t been able to figure out how to do such a comparison. So I’m looking here to see if anyone could push me in the right direction For starters - how do I specify a point on the screen in the material editor?
First time poster, so I hope it’s the right place and stuff.