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For all questions related to shaders, i.e. the programmable part of the GPU pipeline. For language-specific shader questions, see also the [glsl] and [hlsl] tags.

7 votes

Flat shading for non-planar polygons

You may be able to use the geometry shader to look at the adjacent vertices, but the easiest version is to smooth the normals once before upload. …
Mikkel Gjoel's user avatar
2 votes
Accepted

Shadow map projection issue

Incidentally it is also part of the Unity standard rendering pipeline, so you can steal it from the shader include-files. …
Mikkel Gjoel's user avatar
4 votes
Accepted

Special directional light type

Alan Wolfe is pretty spot on, but I will sum up any way :) render the back-faces of your "unit"-sized-box, [-1;1] sample the zbuffer and transform into light-local coordinates (see our slides for a …
Mikkel Gjoel's user avatar