Hello everyone,
so as I’m currently playing around with the shader graph, I saw an question on how to create low poly water effect with the shadergraph. The base idea is to have a base plane consisting of triangles, and then moving the vertices up and down with a scrolling gradient noise.
With an Unlit shader everything works fine, except that every triangle looks the same without any shading. (Which is expected for unlit)
But when i moved to a lit shader in the HDRP the following shading problem arose:
On the one hand the extremely dark shadows, even tho the directional light is shining directly from above, and on the other hand the weird blue color problem. The displacement of vertices still works tho.
This is my shader graph:
Otherwise I’m only using a default material with the shader applied, and the model is an .fbx plane from blender which i subdivided and triangulated.
Hope someone knows what’s going on.
Thanks in advance,
Best Regards
Luca