Hey guys,
I’ve been looking into anisotropic higlights and I found this one by Farfarer (James O’Hare). I read a bunch on the subject and decided to try and make one adapted to my needs using Shader Forge. However, I can’t seem to get the same highlights. Here are a few screenshots :
As you can see, it’s pretty colse.
If I return the half angle vector only, it’s completely different.
However, if I comment out line 63 of the original shader
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
I get the same result.
And here is the shader graph for anyone who is interested
Anyone have any cues or ideas? Thanks for all the input !