Hello!
I just noticed that using the "Blinn-Phong Light" Shader Function doesn't work in Deferred render path.
What is the reason for that? All the other default Light Models work fine.
Lizzard wrote:Thank you, that works!
But i bumped into a new issue. It seems like the "Blinn Phong" Light model specular ignores the normal map.
Anything i can do about that?
I've attached an image. Left is my shader and right is unitys Standard shader.
[EDIT]
The issues is completely gone if i switch to Deferred. Since i will probably stick to Deferred the issues is solved for me.
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