- Hit 8 to switch to sphere shape
- Hit 6 switch to viewing tangent shape channel
- Hit T to toggle between vertex tangents/basis and fragment tangents/basis
Vertex Tangents - are nice and smooth with a seam down the middle
Fragment Tangents - no seam, and only the same in the middle of the sphere
I had to negate T in the shader to generate right-handed tangents.
It looks like the z slope and the vertical falloff throw off the calculations
Interpolated world pos, world vertex normal, and uv are passed into the call
Original shader passed -V = (worldPos - cameraPos), but with deltas the cameraPos drops out.
So passing worldPos should be the same.
The bitangents are almost identical with small banding at the top/bottom.
Vertex Tangents

Fragment Tangents

Vertex Tangents - are nice and smooth with a seam down the middle
Fragment Tangents - no seam, and only the same in the middle of the sphere
I had to negate T in the shader to generate right-handed tangents.
It looks like the z slope and the vertical falloff throw off the calculations
Interpolated world pos, world vertex normal, and uv are passed into the call
Original shader passed -V = (worldPos - cameraPos), but with deltas the cameraPos drops out.
So passing worldPos should be the same.
The bitangents are almost identical with small banding at the top/bottom.
Vertex Tangents

Fragment Tangents
