Hello all,
maybe someone could give me a hint how to achieve flat shading for a mesh when vertices are displaced in vertexshader by a texture?
For smooth lighting, i know 2 ways: 1st like in displacement shader heightmap-displacement, and another one i’ve learned from Dottore particles library’s bicubic surface, where normals are calculated in vertexshader.
But is there a way to calculate same normals for each face (from vertex positions) and get them in PS for flat look?
thx for any help