Hello!
I have an object (a) floating through space and want to place a big low poly mesh (object b) + normal map texture surrounding my object so I can project nebulas on it.
So in short object A (= size 1) is moving in the middle of object B (= size 1000).
How can I make the normal map on my big object B project on the INSIDE of the mesh?
What kind of (altered) shader do I need for that?
I hope my question makes sense!
I found the answer, it’s rather straight forward. Might have looked more into this before asking.
I found a unity page with shader examples (also with normals) here: https://docs.unity3d.com/Manual/SL-SurfaceShaderExamples.html
Just add a line (right after the Tags{} ) that says: ‘Cull Front’.
Shader "CUSTOM/NewImageEffectShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
}
SubShader
{
Tags { "RenderType" = "Opaque" }
Cull Front
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower;
void surf (Input IN, inout SurfaceOutput o)
{
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower);
}
ENDCG
}
Fallback "Diffuse"
}