9092858a58
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!
67 lines
2.3 KiB
Markdown
67 lines
2.3 KiB
Markdown
# Normal From Height Node
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## Description
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Creates a normal map from a height value defined by input **Input** with a strength defined by input **Strength**.
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## Ports
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| Name | Direction | Type | Description |
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|:------------ |:-------------|:-----|:---|
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| In | Input | Float | Input height value |
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| Strength | Input | Float | The strength of the output normal. Considered in real-world units, recommended range is 0 - 0.1 . |
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| Out | Output | Vector 3 | Output value |
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## Controls
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| Name | Type | Options | Description |
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|:------------ |:-------------|:-----|:---|
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| Output Space | Dropdown | Tangent, World | Sets the coordinate space of the output normal. |
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## Generated Code Example
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The following example code represents one possible outcome of this node per **Output Space** mode.
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**Tangent**
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```
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void Unity_NormalFromHeight_Tangent_float(float In, float Strength, float3 Position, float3x3 TangentMatrix, out float3 Out)
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{
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float3 worldDerivativeX = ddx(Position);
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float3 worldDerivativeY = ddy(Position);
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float3 crossX = cross(TangentMatrix[2].xyz, worldDerivativeX);
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float3 crossY = cross(worldDerivativeY, TangentMatrix[2].xyz);
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float d = dot(worldDerivativeX, crossY);
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float sgn = d < 0.0 ? (-1.0f) : 1.0f;
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float surface = sgn / max(0.000000000000001192093f, abs(d));
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float dHdx = ddx(In);
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float dHdy = ddy(In);
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float3 surfGrad = surface * (dHdx*crossY + dHdy*crossX);
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Out = normalize(TangentMatrix[2].xyz - (Strength * surfGrad));
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Out = TransformWorldToTangent(Out, TangentMatrix);
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}
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```
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**World**
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```
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void Unity_NormalFromHeight_World_float(float In, float Strength, float3 Position, float3x3 TangentMatrix, out float3 Out)
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{
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float3 worldDerivativeX = ddx(Position);
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float3 worldDerivativeY = ddy(Position);
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float3 crossX = cross(TangentMatrix[2].xyz, worldDerivativeX);
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float3 crossY = cross(worldDerivativeY, TangentMatrix[2].xyz);
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float d = dot(worldDerivativeX, crossY);
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float sgn = d < 0.0 ? (-1.0f) : 1.0f;
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float surface = sgn / max(0.000000000000001192093f, abs(d));
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float dHdx = ddx(In);
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float dHdy = ddy(In);
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float3 surfGrad = surface * (dHdx*crossY + dHdy*crossX);
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Out = normalize(TangentMatrix[2].xyz - (Strength * surfGrad));
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}
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```
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