Closed SinanAkkoyun closed 1 year ago
All faces are assumed to be flat and are interpolated as such in my packs, since that is the case with vanilla rendering. I might change this in the future though if cases like yours are more common.
Thank you for the quick answer
I am trying to do the modification locally, I replaced every flat in
and flat out
vec3 normal occurence. Do you mind telling me roughly where else to look?
I found everything I need, I simply had to remove the flat
keyword for the TBN too :)
Is your feature request related to a problem? Please describe. Hello, thank you for the shaderpack! I am developing a custom smooth mesh renderer and encountered that your shader might assume that all vertices share the same normal (they did before, my recent PR in Iris was merged to allow for custom per-vertex normals) Here is a screenshot:
And here with for example Complementary Reimagined (BSL and vanilla also supports smooth normals)
It looks as if the shader is picking one vertex normal and sticks with it for the whole face.
Of course, as this is very neiche, the priority might be very low for this, and if you don't want to implement it I understand. However, if you decide not to, could you please give me one sentence on where I would need to look in the shaderpack files to modify it myself? I don't understand the mc shader pipeline yet
Describe the solution you'd like It would be really nice if you could implement a lerp between all three vertex normals, as with smooth shading each vertex has a different one
Describe alternatives you've considered Switch to another shaderpack :< but I love Kappa and its true metals, great SSPT and amazing post-processing effects
Additional context Here is an example for when I export the mesh with flat normals, oh boy does your shader look amazing (I hide the flat faces in this screenshot with DoF)
Thank you very much! :)