Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | Geaxle | |
Old Version | Published before Godot 3 was released. |
When trying to use NORMALMAP in a 3D fragment shader I get some weird effect. On a sphere (for a planet) when I load the normal map through the shader I don’t see any visible effect in height, but it makes a weird effect with a curved specular reflection at the poles. If I raise the NORMALMAP_DEPTH, reflection seems to be shifted (west) and I still do not get a sense of height. All this seem to work perfectly if I just use a standard fixed material though.
I made an imgur album to show exaclty what is my issue: Fragment Shader pole view - Album on Imgur
I have also found one other person at least who had the exact same issue as I do: https://www.youtube.com/watch?v=J2-jXHsTvI4
So I am assuming that I am missing something when setting up my material/shader. Is there some options or other specific things I need to do on top of the code? How would you do the exact same thing as the fixed material through code?
(of course this might also just be a bug)