A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
Discussion in 'Shaders' started by Reedex, Sep 12, 2019.
So the light that hits it isn't 100% face dependant. : - )
Add some curves to it basically
Yes. Use a mesh that has smooth normals. The Diffuse Fast material doesn't do anything but show you the normals on the mesh you've given it.
I'm guessing you're importing in a mesh from Blender and seeing facetted normals. That's because by default that's what Blender's meshes have, flat surface normals. Look up Blender mesh smoothing / smoothing groups.
it's very late here and i am just checking before bed but that something different than smooth or flat shading in blender right? (smooth groups you mentioned)
the thing is if i have regular wall that i added few more loop cuts to, just so its a bit more detailed with diffuse fast, if i go up close with a flashlight, you can cleary see lit or dark triangles.
without those loop cuts , up close its two giant triangles ,one dark one lit
i use smooth shading btw, no difference
Ah, a flashlight. That changes things.
The solution is to not use Diffuse Fast. It's using per vertex lighting which works best with larger point or directional only lights. Something like a close spotlight will break down. Try using the Legacy Shaders/Diffuse rather than Diffuse Fast, which uses per pixel lighting.