Hi all. Thank you for coming.
I have noticed that after vertex deformation, all the shadow (also the normal node) are still calculated based on the original mesh. So the shadow/specular for the deformed mesh are not correct. I have read some posts talk about this in shader code. I know almost nothing about shader code. So I wonder is there a way to calculate shadow dynamically base on the deformed mesh? Or is there a way to get the deformed normals in SG?
By the way, I am using URP. I am working on a cloud shader where the surface of the cloud deforms dynamically. It’s looking poorly without the correct shadow.
Thank you everyone in advance!!