Hello,
I have several single-sided grass meshes that are rendered with culling off.
The problem is that the backfaces render darker, so rotated meshes look "out of place" (too dark). My goal is to have all of the meshes render the same, regardless of their rotation and regardless of the orientation of the camera.
I tried tinkering with the local vertex normal port, which is the one needed for such things i believe, but unfortunately i couldn't manage to find a solution.
It is a Surface shader, with a standard specular light model, cull mode off. I'm moving the vertices for creating a "waving grass" effect, so yeah, the vertices are modified using the local vertex offset port. Pretty standard stuff. Vertex output is set to relative. Cast/Receive shadows make no difference if on or off (of course!). Render path is set to All (though if this could be accomplished by using deferred, that would be great!).
This is how the grass looks like atm:
And this is how i'd like the grass to look like (no matter how camera is oriented, it should always look like the normals are facing the camera!):
How can i achieve this?
Thanks a lot for you support, and for the incredible work done on ASE so far!
Andrea