i just stumble upon this V Ray shader, and find it really amazing, i wonder if it would be possible to do this in unity, especially for low poly count object with this fake smooth edges.
It’s a raytraced shader effect, you can’t do that with a regular fragment shader. Closest thing I could see with regular shaders is using tessellation smoothing, but you’d need supporting edges for that.
The direction games are heading now is that you simply give your edges a 1 face bevel and then do face-weighted-normals, allowing you to achieve very clean normals and nice rounded edges, often even avoiding needing a baked normal map and just relying on tiled detail maps and a mask.
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