Search Unity

  1. New Unity Live Help updates. Check them out here!

    Dismiss Notice

Help Wanted 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:
    75
    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:
    8,338
  3. Horus_Sungod42

    Horus_Sungod42

    Joined:
    Oct 30, 2014
    Posts:
    75
    Excellent, thanks as always Boglus :)
     
unityunity