Need some tips on improving water shader

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9 comments, last by Telanor 10 years, 10 months ago
We're not using screen normals though, they're regular world space normals. The problem is coming from the lighting equation making it black on the side that's facing away from the light. Actually.... in the processing of writing this I had an idea. There's no reason I need to do the lighting equation using the normal after the normal-mapping is applied. I switched it to just use the flat plane's normal and now the black is gone. Thanks for the suggestions guys.

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