67 lines
2.3 KiB
Markdown
67 lines
2.3 KiB
Markdown
# 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));
|
|
}
|
|
```
|