MatCap texture math / How to get accurate screenspace normals?
How do you do a simple matcap in Unreal Engine? I have the basic math done, and it works as intended - until the object is at the edge of the screen and you get an awful seam, after which the matcap texture mirrors! Every implementation I’ve come across and tried myself has the same problem. I think the problem has something to do with screenspace pixelnormals.
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