Hi,
I am porting some of my PC/mac unity shaders to IOS OpenGLES. In one shader I am using mesh normals to store vertex displacement information (basically a vector3 that is not normalized).
This works fine in DirectX/OpenGL, the vector3 values that I pass to the shader using the normals array are not modified in the process.
However, in OpenGLES, my vector3 values are normalized when I access them in the vertex shader.
I was wondering whether this was an OpenGLES limitation of some kind, or if it should be considered a Unity implementation bug… Has anyone stumbled upon this issue?