I create a water pbrCustomMaterial (port from unity)
It look nice, but when I add a mirror to it, the reflection looks too clean, it is not influenced by normal.
I use this code to set normal I calculated into pbr(not use pbr bump texture):
this._pbr.CustomParts.Fragment_Custom_Alpha = ` normalW = data.worldNormal; `
It seems that mirror reflection texture uses plane’s normal directly?