Hi, I am fairly new to Unity but have been writing shaders for a while now. I learned to write shaders in University but we were all graphics and shaders using OpenCL, OpenGL, and GLSL. I’m in the process of writing custom shaders, but I am running into quite a few problems. I’ve managed to replicate a few of the shaders that I built in GLSL, such as a normal map shader, but am having trouble in other areas.
So the question I am wondering is:
Could anyone can point me in the right direction for transitioning the knowledge that I have for GLSL to HLSL and Unity Shaders altogether?
The shaders that I’ve built in the past mostly directly reference surface normals and pixels, but I can’t seem to find a decent way to directly reference an object’s surface normals. Majority of Google searching brings me to Normal Mapping. So any help with moving from GLSL to HLSL would be greatly appreciated.