I wanted to know if I was missing a step to get the normals to be computed correctly when using a height map to displace the vertices in a material.
I know that when you displace vertices in a vertex shader, an extra step is required to re-compute the normals. I know how to implement such a solution, but I find it a bit weird that the built-in vertices displacement does not provide this features.
Am I missing a step ?
I provided a very basic example that demonstrates the issue:
touch-displace-height.toe (5.5 KB)