then i wrote my Surface shader to render surface of the geometry. It works but it doesn’t get the current reflection probe! It should work automatically coz its a surface shader.
How can I force it to use the current reflection probe?
P/s I’m turning off Mesh Renderer on the game object because it renders other things anyways.
I’ve been really struggling with this recently, and I cannot make shadows/environment lighting work either. Do you have an example to share?
Basically, if there was an example somewhere of using StructuredBuffers of vertices, normals, uvs, etc… in a surface shader to draw properly lit/shaded geometry drawn with Graphics.DrawProcedural, it would save my life