First off, excuse my ignorance, but I wasn’t able to find anything relating to this.
I’m using ShaderGraph and LWRP and I’ve created a “Wave” shader. The vertex positions of a faceted hexagonal are being displaced correctly and from that end, everything is working as intended.
The issue is the actual shading. The top of my object still seems to point up. With displaced vertexes, the normal should now start facing different directions, and thus shade differently.
Is it possible, using ShaderGraph, to recalculate the vertex normals after they’ve been displaced?