I’ve been trying doing this thing:
I’ve got this landscape, on which I am applying a displacement using a render target texture.
After I apply the displacement, I would like to sample a rock texture on the slope and apply additional displacement using its height, issue is: the vertex normal is not updated after applying displacement.
Do you have any idea on how can I calculate the right vertex normal vector to apply the second displacement?
I don’t care about setting it on the actual vertices, since I’ll be using a tangent normal in the end, but I need this just for the second displacement.
I’ve already tried using derivative from the height texture, resulting in a nice normal, but I can’t then apply it in the vertex shader (I got an error from unreal, related to mixing pixel and vertex shader instructions).
Hope I was clear, thanks anybody for the help