I’m using primarily unlit shaders in my game to create a very pop-y cartoon-y look. But would still like to be able to use the deformation effect from a bump map or normal map to warp a cube map reflection without having to use overly complex geometry.
Any ideas on how to tackle this?
If I understood you correctly, here’s a simple shader that does what you’re trying to do:
On the left it’s sampling a normal map. Then it transforms the normal to World space and passes that into the Normal port of the Sample Reflected Cubemap node. You also need the View Direction in World space. The result is a reflected surface that’s deformed by the normal map. Is that what you’re looking for?
This is exactly what I’m looking for, thank you so much!
I feel like an idiot now for not seeing this.
Glad I could help, drspindler!