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Question How to get Fresnel influenced by normal map

Discussion in 'Shader Graph' started by Horus_Sungod42, Jun 3, 2019.

  1. Horus_Sungod42

    Horus_Sungod42

    Joined:
    Oct 30, 2014
    Posts:
    99
    Simple question:

    How can I get an ordinary tangent-space normal map to have an effect on a Fresnel (used for a rimlight)?

    There's a "normal" input but, unlike the Sample Cubemap node, for example, simply plugging the normal map in does not work.

    Unreal turorials show this requires a tangent to world node, which does not seem to exist in the shadergraph.


    Thank you
     
  2. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,329
  3. Horus_Sungod42

    Horus_Sungod42

    Joined:
    Oct 30, 2014
    Posts:
    99
    Excellent, thanks as always Boglus :)