I’m writing a surface shader at the moment and I want the normal to always be pointing upwards.
I want to be able to do something equivalent to this:
void surf (Input IN, inout SurfaceOutput o)
{
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Normal = new float3(0, 1, 0);
}
Any help greatly appreciated.