Timeline for Same specular lighting on both tris in a quad (for "low-poly" "flat shading" look)?
Current License: CC BY-SA 3.0
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Dec 20, 2017 at 2:32 | comment | added | Sebastián Mestre | a common way to get that discontinuity is to interpolate position but not interpolate normals. maybe this works better for you | |
Dec 18, 2017 at 23:16 | comment | added | hyperpallium | Thanks. If I understand correctly, this will give a gradually changing specular highlight across the tri (because each pixel is in a slightly different location). The discontinuity between tris will vanish, because adjacent pixels in the different tris are very close in location. Is that what you mean? [BTW I've gotten a similar effect by letting the specular result from the vertex shader interpolate in the fragment shader]. I agree this is more natural - but I want uniform shading across the quad (so the discontinuity is between quads). A bit like the flashing facets of a jewel. | |
Dec 18, 2017 at 18:30 | history | answered | Noah Witherspoon | CC BY-SA 3.0 |