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VFX Graph, Random Rotation on Unlit Quads, Getting Tangents?

Discussion in 'Visual Effect Graph' started by Moferad, Apr 14, 2020.

  1. Moferad

    Moferad

    Joined:
    Dec 16, 2015
    Posts:
    5
    Hi Unity team

    I'm testing some custom lighting methods on some quads and I'm trying to figure out why quad rotations are not properly being transformed

    upload_2020-4-14_12-14-8.png

    I'm using a hlsl to grab the light direction vector and transforming it back to tangent space in order to drive some comparisons

    This is a combination of VFX Graph and ShaderGraph, and all using the Unlit Roots for both

    How am i to grab the particles tangent data?

    im on unity 2019.3.9f1

    I noticed there was an update to vfxgraph/shadergraph to help pass tangent data but not sure how to do this right now, is this something i need to do manually?
    • Fix some cases were normal/tangent were not passes as interpolants with shader graph
    • Make normals/tangents work in unlit output with shader graph
    Thanks!