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Question by Christopher K. · Aug 25, 2015 at 05:58 PM · shadersshader writing

Lighting entirely from a normal map?

Hey everyone, I'm trying to write a lighting model which lights a model using only the normals generated by the material's normal map. Unfortunately, I am not sure how to discard the mesh vertices' generated normals for this. Attached is a mockup I made in Photoshop using the current view from Unity's editor(I'd like the model to appear to be a kind of jagged octohedron, rather than being able to distinguish the faces of the voxels on the model.alt text

This is the lighting model in its current state. I'd like the mesh's position to remain relevant, but its normals to be entirely derived from a normal map.

 half4 LightingUnlit (SurfaceOutput s, half3 lightDir, half atten) {
            half4 c;
            
            half diff = (max(0, dot(s.Normal, lightDir)));
            
            c.rgb = s.Albedo * diff * _LightColor0.rgb;
            c.a = s.Alpha;
            return c;
          }

And if it's relevant, here's the surface shader(I don't use the UnpackNormals function because I've been led to believe that it'll discard normals that aren't within a clamped set of values defined somehwere)

 void surf (Input IN, inout SurfaceOutput o) {
     o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
     o.Normal = tex2D (_BumpMap, IN.uv_BumpMap).rgb;
 }

diagram.png (7.0 kB)
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