Fewes/BNAO

Standard Render Pipeline surface shader?

GuitarBro opened this issue · 0 comments

I was taking a look at the Shader Implementation Example.txt file and noticed it requires getting the ambient color and manually sampling the reflection. Is there a way to use this with a surface shader in the standard render pipeline or does that require a fragment shader that emulates the surface shader? I know HDRP supports bent normal maps out of the box, but given that it's still in preview, it would be great to be able to use this in existing standard render pipeline projects.