@@ -112,7 +112,7 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
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#if USE_LIGHTMAP
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output.LightmapUV = geometry.LightmapUV;
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#endif
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output.TBN = CalcTangentBasisFromWorldNormal(geometry.WorldNormal);
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output.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldPosition, geometry.TexCoord);
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output.HolesMask = geometry.HolesMask;
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#if USE_TERRAIN_LAYERS
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output.Layers = geometry.Layers;
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@@ -415,7 +415,7 @@ VertexOutput VS(TerrainVertexInput input)
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#if USE_LIGHTMAP
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materialInput.LightmapUV = output.Geometry.LightmapUV;
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#endif
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materialInput.TBN = CalcTangentBasisFromWorldNormal(output.Geometry.WorldNormal);
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materialInput.TBN = tangentToWorld;
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materialInput.TwoSidedSign = WorldDeterminantSign;
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materialInput.SvPosition = output.Position;
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materialInput.PreSkinnedPosition = position;
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@@ -10,7 +10,7 @@
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/// <summary>
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/// Current materials shader version.
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/// </summary>
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#define MATERIAL_GRAPH_VERSION 148
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#define MATERIAL_GRAPH_VERSION 149
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class Material;
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class GPUShader;
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@@ -154,6 +154,22 @@ struct GBufferOutput
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float4 RT3 : SV_Target4;
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};
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float3x3 CalcTangentBasis(float3 normal, float3 pos, float2 uv)
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{
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// References:
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// http://www.thetenthplanet.de/archives/1180
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// https://zhangdoa.com/posts/normal-and-normal-mapping
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float3 dp1 = ddx(pos);
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float3 dp2 = ddy(pos);
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float2 duv1 = ddx(uv);
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float2 duv2 = ddy(uv);
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float3 dp2perp = cross(dp2, normal);
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float3 dp1perp = cross(normal, dp1);
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float3 tangent = normalize(dp2perp * duv1.x + dp1perp * duv2.x);
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float3 bitangent = normalize(dp2perp * duv1.y + dp1perp * duv2.y);
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return float3x3(tangent, bitangent, normal);
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}
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float3x3 CalcTangentBasisFromWorldNormal(float3 normal)
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{
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float3 tangent = cross(normal, float3(1, 0, 0));
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Reference in New Issue
Block a user