tutorials/shaders/your_first_shader/your_first_3d_shader #120
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I'm not maths /shader expert but shouldn't the normal calculation also be based on height_scale? It would seem logical, as this variable affects the triangles orientation. Unless that is handled under the hood by NORMAL_MAP? |
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512x512 textures yielded a much grainier looking material as compared to the examples. I had more more similar results with lower resolutions e.g. 128x128 texture map and 64x64 normal map, with latter never exceeding the former. |
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If you want to smooth out the waves/reduce the bump density, you can divide (VERTEX.xz / 2.0) by another value (>1). You'll be sampling from points closer together in the noise texture, resulting in smoother height transitions. Note, this is not the same as reducing the height_scale value. |
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tutorials/shaders/your_first_shader/your_first_3d_shader
You have decided to start writing your own custom Spatial shader. Maybe you saw a cool trick online that was done with shaders, or you have found that the StandardMaterial3D isn't quite meeting you...
https://docs.godotengine.org/en/stable/tutorials/shaders/your_first_shader/your_first_3d_shader.html
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