Hey, I am using a shader to transform the vertice positions. Now as you can see in the image on the left side when I create a normal Sphere or Cube with Pro Builder and apply the shader to it the edges are not connected to each other. If I use a normal Unity Sphere it works perfectly, if I use a normal Unity cube it has the same problem. But I need the Pro Builder tool for defining the amount of faces anyway, so that does not matter. When I use the smoothing tool from Pro Builder (Shown on the right side of the image) it somehow connects the vertice normals to one and the shader is applied correctly, but I don't want the sphere to be smoothed. I just want the edges connected and keep the "flat low poly" style. Now does anyone have a clue how to connect the edges/vertice normals or whatever I have to do to make this work?
I just read your first comment again. Same thing happened with a cube? I've never seen that before. May I ask what version of unity you are using? I can try to recreate what you're seeing.
One option might be to use a flat-look shader, have you checked Catlike coding's tutorial on the topic and the thread I linked to below? https://catlikecoding.com/unity/tutorials/advanced-rendering/flat-and-wireframe-shading/ https://forum.unity.com/threads/flat-lighting-without-separate-smoothing-groups.280183/
this is expected results, due to https://forum.unity.com/threads/normal-extrusion-as-in-tutorial-is-not-working.382283/#post-2483935 maybe can try this, https://forum.unity.com/threads/hel...itys-tessellation-shader.595093/#post-3976960
2019.1.0f2 You can see what happens with a cube in the link from post #7 Tried to use a flat shader (The Sub Shader Graph that is given in one of your links), but it's not working. My shader graph looks as follows: Now I am not sure what to change. I understand that it uses the vertice normals, but the main problem is that the pro builder sphere/cube does not connect them unless I use the smoothing.