Hi guys,
So i’ve been trying to replicate this shader I made in cycles which gives stark constrast between 3 different colors based off normal directions. However I’m getting this weird unsmooth shading in unity thats really blocky…
It would probably end up being more accurate if you move the logic to a fragment shader. You’d pass v.normal from the vertex shader to the fragment shader, then normalize() it in the frag shader and apply your color selection there.