I tried to use HeightToNormal to generate normal map.
But when you rotate the camera colors of heightMap are constantly changing and make the height faked by formal always move. The output always is doing something instead of being stable like the normal texture would be.
I only get black rendering of mesh in nme.
Did you try to plug the mesh position into world position? instead of pluging in position transformed by world transform. To rephrase it, try to simplify the shader and remove any transformation.
Then, when it works, plug them back until something goes wrong.
Hi Yes it should be disabled. But anyway its still makes the normal behave like shimmering water when you have it on a plane and you rotate camera left to right. Its not stable like the texture would be. Its changing the colors and makes at the end shadows to move with it. instead rotate to see the shadows from a different angle.
Any suggestion to that ?
move camera here left to right it should not change the colors.
Well the problem is that the system is using dfdx, dfdy to compute the new normal and this is heavily relying on interpolation on a plane with only so few vertices.
This is not a bug per se but more a limitation. You should add more subdivisions to your mesh to compensate