Firstborn/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Normal-From-Height-Node.md
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

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# Normal From Height Node
## Description
Creates a normal map from a height value defined by input **Input** with a strength defined by input **Strength**.
## Ports
| Name | Direction | Type | Description |
|:------------ |:-------------|:-----|:---|
| In | Input | Float | Input height value |
| Strength | Input | Float | The strength of the output normal. Considered in real-world units, recommended range is 0 - 0.1 . |
| Out | Output | Vector 3 | Output value |
## Controls
| Name | Type | Options | Description |
|:------------ |:-------------|:-----|:---|
| Output Space | Dropdown | Tangent, World | Sets the coordinate space of the output normal. |
## Generated Code Example
The following example code represents one possible outcome of this node per **Output Space** mode.
**Tangent**
```
void Unity_NormalFromHeight_Tangent_float(float In, float Strength, float3 Position, float3x3 TangentMatrix, out float3 Out)
{
float3 worldDerivativeX = ddx(Position);
float3 worldDerivativeY = ddy(Position);
float3 crossX = cross(TangentMatrix[2].xyz, worldDerivativeX);
float3 crossY = cross(worldDerivativeY, TangentMatrix[2].xyz);
float d = dot(worldDerivativeX, crossY);
float sgn = d < 0.0 ? (-1.0f) : 1.0f;
float surface = sgn / max(0.000000000000001192093f, abs(d));
float dHdx = ddx(In);
float dHdy = ddy(In);
float3 surfGrad = surface * (dHdx*crossY + dHdy*crossX);
Out = normalize(TangentMatrix[2].xyz - (Strength * surfGrad));
Out = TransformWorldToTangent(Out, TangentMatrix);
}
```
**World**
```
void Unity_NormalFromHeight_World_float(float In, float Strength, float3 Position, float3x3 TangentMatrix, out float3 Out)
{
float3 worldDerivativeX = ddx(Position);
float3 worldDerivativeY = ddy(Position);
float3 crossX = cross(TangentMatrix[2].xyz, worldDerivativeX);
float3 crossY = cross(worldDerivativeY, TangentMatrix[2].xyz);
float d = dot(worldDerivativeX, crossY);
float sgn = d < 0.0 ? (-1.0f) : 1.0f;
float surface = sgn / max(0.000000000000001192093f, abs(d));
float dHdx = ddx(In);
float dHdy = ddy(In);
float3 surfGrad = surface * (dHdx*crossY + dHdy*crossX);
Out = normalize(TangentMatrix[2].xyz - (Strength * surfGrad));
}
```