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扫描边的问题 #1

@feixiaku

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@feixiaku

hi,在描边的vertex shader中,关于normal的空间转换是不是不太正规?
normal 先转到view space,normal_ViewSpace = mul((float3x3) UNITY_MATRIX_IT_MV, i.normal),然后再转到clip space, normal = mul((float3x3) UNITY_MATRIX_P, normal_ViewSpace).

我的理解:normal在使用UNTIY_MATRIX_MVP转换之后的结果,有可能和world space中normal的方向不一致

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