Hi,
Is it possible getting surface shader data to a custom shader, such as blurry reflection.
I want to implement my own specular highlights, but I want to use unity reflection inside a custom fragment shader with type of float4 function, not a void function that is used for surface shader.
“Surface shader data” isn’t anything magical, there’s a giant hidden vertex & fragment shader that actually calculates all of that. If you select a surface shader asset, then click on show generated shader you can see the actual vertex fragment shaders (yes, multiple) that are actually used by a surface shader, and how the values are calculated.