Hi all,
Is there a way to blur surface normals in a shader? I'm currently trying to find a way to make a whole bunch of primitive spheres look like they are blending together. I can't find much in the way of resources on this.
My thinking was to do something like a pcfilter in the shader, and modify the surface normals, but I can't see how to use the pc functions in the shader, or modify the surface normals of the principal shader (I'd rather not rebuild that entire thing from scratch).
Blurring Normals in Shaders
1348 0 1- Anti-Distinctlyminty
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