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There is an example of what I did before, I have a height map as sampler, then I procedurally calculated the height into vector, converted into normal map. At the last bit, I shuffled the channels, then used unpack normal node, so it will calculate Z correctly.
I managed to get the screen space between 0 -1, however, I get this distortion, if my camera isn't look straight to the plane.
Is there a work around ?
Thanks, cool. Can you should me how Fresnel works, I would expect to have input for view direction, and normal, and power by a value to get a fall off, your node has normal and exp, two input. can't seem to get it work.
Would Fresnel node take consideration of the deformation ?
Great, I meant the one in the inspector. Thanks.
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The important for me is to not unpack normal in the 2d texture node, as long as it is separated process, your DeriveNormalZ should achieve the same result.