[SOLVED] Include smooth normals in shader?

Hi there, I have a model that was exported from blender with smooth normals (shade smooth), but shader renders those areas flat, how can i include this information and pass to shader?

  var shaderDefinition = {
        attributes: {
            aPosition: pc.SEMANTIC_POSITION,
            aUv0: pc.SEMANTIC_TEXCOORD0
        },
        vshader: `
        attribute vec3 aPosition;
        attribute vec2 aUv0;

        uniform mat4 matrix_model;
        uniform mat4 matrix_viewProjection;

        varying vec2 vUv0;

        void main(void)
        {
            vUv0 = aUv0;
            gl_Position = matrix_viewProjection * matrix_model * vec4(aPosition, 1.0);
        }
        `,

Capture shader that does it using Spector JS, perhaps this, and see what the shader does, is my recommendation:

https://playcanvas.github.io/#/graphics/shapes

you’ll find something like this:

I’m not advance enough to understand what’s happening there
However, I’ve reproduced issue in a new playcanvas project:
https://playcanvas.com/project/1166600/overview/shading

appreciate for any help

Can you please describe the issue? I see two rings, one seems to be strangely textured, but what is the actual problem / expected behavior?

It’s the same model

On the left: Shader Material
On the right: Editor Material

The problem is that shader material does not render smooth shaded faces, it renders flat instead

The shader does not do any shading … it seems to use UV coordinates to generate some noise. My guess is that the uv coordinates are not continuous along it … but have many small parts in it. Could be something else, but that’d need more investigation. Try to apply some diffuse texture on it using PlayCanvas material - is that texture mapped well?

Indeed, it was due to UV, and i was scratching my head around faces shading…
Thanks

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