I am using facing ratio in my shader calculated from VertexNormalWS and CameraVector but since my mesh is fairly low poly I end up with strong faceting.
Is there a good way to get those normals more smoothly interpolated?
I am considering using a normal map but I would love to avoid that for performance reasons. (I imagine it is slower to render)
EDIT: I am just trying PixelNormalWS with a normal map piped into the main shader block, but it the map does not seem to be used in the calculation!?
EDIT2: It looks as if the Morph I have on the mesh, which is stretching it out, might be a cause. Is there anything one needs to do with morph targets to get correct normals?
EDIT3: Hmm…the mesh is a simple cone for a spotlight fog effect and I am having problems even in Maya to get smoothly shaded surface.