I might be going about this the wrong way, but here's the issue:
- I'm rendering a 3D model to animated sprites, including the normal layer (which I'll use for lighting).
- I've set up a shader, which creates a sort of glass ball effect and it looks just fine.
- Since the shader uses "Alpha Blend" as the "Blend Mode", absolutely nothing of that object renders to the the "Normal Layer" file output.
- Naturally, I still want it to render out the normal, which is based on my model’s geometry. I’ve set up a shader in Unity to read this information in order to light the diffuse sprite.
I feel like I should be able to direct blender to use a different shader for that layer. Am I thinking about this in the wrong way?