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Question by macrod · Jul 04, 2017 at 09:39 AM · shader

Why does BlinnPhong have a per-vertex look?

Surface shader, BlinnPhong lighting model, even with normal map: o.Normal = UnpackNormal(tex2D(_NormalTex, IN.uv_MainTex));

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Answer by macrod · Jul 05, 2017 at 02:47 AM

Could be normal is not normalized in frag().

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