Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Normal-From-Texture-Node.md

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2024-05-06 14:45:45 -04:00
# Normal From Texture Node
## Description
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.
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.
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.
## Ports
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| Texture | Input | Texture | None | Height map |
| UV | Input | Vector 2 | UV | Texture coordinates |
| Sampler | Input | Sampler State | None | Sampler for **Texture** |
| Offset | Input | Float | None | Amount to offset samples |
| Strength | Input | Float | None | Strength multiplier |
| Out | Output | Vector 3 | None | Output value |
## Generated Code Example
The following example code represents one possible outcome of this node.
```
void Unity_NormalFromTexture_float(Texture texture, SamplerState Sampler, float2 UV, float Offset, float Strength, out float3 Out)
{
Offset = pow(Offset, 3) * 0.1;
float2 offsetU = float2(UV.x + Offset, UV.y);
float2 offsetV = float2(UV.x, UV.y + Offset);
float normalSample = Texture.Sample(Sampler, UV);
float uSample = Texture.Sample(Sampler, offsetU);
float vSample = Texture.Sample(Sampler, offsetV);
float3 va = float3(1, 0, (uSample - normalSample) * Strength);
float3 vb = float3(0, 1, (vSample - normalSample) * Strength);
Out = normalize(cross(va, vb));
}
```