• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Peris · Mar 24, 2015 at 05:06 AM · shadershadersshaderlabsurface shader

viewDir changes with o.Normal

Hi,

I'm trying to write a surface shader that renders a cubemap on the material in worldspace (think:skybox) using:

texCUBE(_skybox, IN.viewDir);

When I do this on a shader that doesnt't use a normalmap, I get the correct behavior, however, as soon as I try to add o.Normal as an output, viewDir now behaves differently. I guess, instead of using worldspace, it now uses objectspace? Is there any way to convert the objectspace viewDir back into worldspace? I'm having trouble finding any information about this, and unfortunately I'm still pretty much a novice at this kind of vector math :).

Any help on this will be greatly appreciated, thanks!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Peris · Mar 24, 2015 at 07:27 AM

I got it to work by passing WorldSpaceViewDir from the vertex program,

I'll share this code snippet just in case anyone googles the same question:

 CGPROGRAM
       #pragma surface surf Lambert vertex:vert
   
       
       struct Input {
         float3 worldSpaceViewDir;
    
       };
 
       void vert (inout appdata_full v,out Input o)
       {
            UNITY_INITIALIZE_OUTPUT(Input,o);
            o.WorldSpaceViewDir = WorldSpaceViewDir(v.vertex);
       }

In the surface program just use IN.WorldSpaceViewDir instead of IN.viewDir and you should be good to go

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Shadow artifacts on vertex animation shader 1 Answer

Shader - What is float3.xy? 1 Answer

Why does this shader show up black on iOS? 1 Answer

How do I keep an object lit when a light moves past it? 0 Answers

How to achive the same look? Which shaders to use? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges