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!
40 lines
1.9 KiB
Markdown
40 lines
1.9 KiB
Markdown
# Normal From Texture Node
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## Description
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Converts a height map defined by input **Texture** into a normal map. UV values and sampler state can be defined by inputs **UV** and **Sampler** respectively. If nothing is connected to these ports they will use default values from the inputs. See [Port Bindings](Port-Bindings.md) for more information.
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The strength of the created normal map can be defined by inputs **Offset** and **Strength**, where **Offset** defines the maximum distance of a normal detail and **Strength** acts as a multiplier to the result.
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If you experience texture sampling errors while using this node in a graph which includes Custom Function Nodes or Sub Graphs, you can resolve them by upgrading to version 10.3 or later.
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| Texture | Input | Texture | None | Height map |
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| UV | Input | Vector 2 | UV | Texture coordinates |
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| Sampler | Input | Sampler State | None | Sampler for **Texture** |
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| Offset | Input | Float | None | Amount to offset samples |
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| Strength | Input | Float | None | Strength multiplier |
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| Out | Output | Vector 3 | None | Output value |
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## Generated Code Example
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The following example code represents one possible outcome of this node.
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```
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void Unity_NormalFromTexture_float(Texture texture, SamplerState Sampler, float2 UV, float Offset, float Strength, out float3 Out)
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{
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Offset = pow(Offset, 3) * 0.1;
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float2 offsetU = float2(UV.x + Offset, UV.y);
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float2 offsetV = float2(UV.x, UV.y + Offset);
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float normalSample = Texture.Sample(Sampler, UV);
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float uSample = Texture.Sample(Sampler, offsetU);
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float vSample = Texture.Sample(Sampler, offsetV);
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float3 va = float3(1, 0, (uSample - normalSample) * Strength);
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float3 vb = float3(0, 1, (vSample - normalSample) * Strength);
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Out = normalize(cross(va, vb));
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}
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```
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