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How to use normal map on build-in skybox?

Discussion in 'Shaders' started by Middle-earth, Sep 10, 2019.

  1. Middle-earth

    Middle-earth

    Joined:
    Jan 23, 2018
    Posts:
    37
    I want to add the cloud effect in build-in skybox.First,I add a cloud texture in the shader.And I want make some very easy lighting effects,like lambert, on the cloud .So I also use a normal map for the cloud.However when I write the shader for skybox,I find there is no normal and tangent information in the vertex of skybox.Therefore I can't find a way to use normal map on skybox shader.Does anyone have an idea how to solve the normal map problem with build-in skybox?
     
  2. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    25,584
    You are able to emulate the built in skybox to test your normal map theories simply by mapping the skybox to a cube that's got normals facing in.
     
  3. Middle-earth

    Middle-earth

    Joined:
    Jan 23, 2018
    Posts:
    37
    If I consider the skybox as a sphere,I can calculate the normal by v.vertex in VS code.But I don't know how to deal with the tangent information.