#ifndef UNIVERSAL_PARALLAX_MAPPING_INCLUDED #define UNIVERSAL_PARALLAX_MAPPING_INCLUDED // Return view direction in tangent space, make sure tangentWS.w is already multiplied by GetOddNegativeScale() half3 GetViewDirectionTangentSpace(half4 tangentWS, half3 normalWS, half3 viewDirWS) { // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. half3 unnormalizedNormalWS = normalWS; const half renormFactor = 1.0 / length(unnormalizedNormalWS); // use bitangent on the fly like in hdrp // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped. half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0); // we do not need to multiple GetOddNegativeScale() here, as it is done in vertex shader half3 bitang = crossSign * cross(normalWS.xyz, tangentWS.xyz); half3 WorldSpaceNormal = renormFactor * normalWS.xyz; // we want a unit length Normal Vector node in shader graph // to preserve mikktspace compliance we use same scale renormFactor as was used on the normal. // This is explained in section 2.2 in "surface gradient based bump mapping framework" half3 WorldSpaceTangent = renormFactor * tangentWS.xyz; half3 WorldSpaceBiTangent = renormFactor * bitang; half3x3 tangentSpaceTransform = half3x3(WorldSpaceTangent, WorldSpaceBiTangent, WorldSpaceNormal); half3 viewDirTS = mul(tangentSpaceTransform, viewDirWS); return viewDirTS; } #ifndef BUILTIN_TARGET_API half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) { height = height * amplitude - amplitude / 2.0; half3 v = normalize(viewDirTS); v.z += 0.42; return height * (v.xy / v.z); } #endif float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) { half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); return offset; } #endif // UNIVERSAL_PARALLAX_MAPPING_INCLUDED