Fix terrain normal mapping issue

#562
This commit is contained in:
Wojtek Figat
2021-06-30 14:13:37 +02:00
parent 419f8db538
commit e0a2904dbf
3 changed files with 19 additions and 3 deletions

View File

@@ -112,7 +112,7 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
#if USE_LIGHTMAP
output.LightmapUV = geometry.LightmapUV;
#endif
output.TBN = CalcTangentBasisFromWorldNormal(geometry.WorldNormal);
output.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldPosition, geometry.TexCoord);
output.HolesMask = geometry.HolesMask;
#if USE_TERRAIN_LAYERS
output.Layers = geometry.Layers;
@@ -415,7 +415,7 @@ VertexOutput VS(TerrainVertexInput input)
#if USE_LIGHTMAP
materialInput.LightmapUV = output.Geometry.LightmapUV;
#endif
materialInput.TBN = CalcTangentBasisFromWorldNormal(output.Geometry.WorldNormal);
materialInput.TBN = tangentToWorld;
materialInput.TwoSidedSign = WorldDeterminantSign;
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = position;

View File

@@ -10,7 +10,7 @@
/// <summary>
/// Current materials shader version.
/// </summary>
#define MATERIAL_GRAPH_VERSION 148
#define MATERIAL_GRAPH_VERSION 149
class Material;
class GPUShader;

View File

@@ -154,6 +154,22 @@ struct GBufferOutput
float4 RT3 : SV_Target4;
};
float3x3 CalcTangentBasis(float3 normal, float3 pos, float2 uv)
{
// References:
// http://www.thetenthplanet.de/archives/1180
// https://zhangdoa.com/posts/normal-and-normal-mapping
float3 dp1 = ddx(pos);
float3 dp2 = ddy(pos);
float2 duv1 = ddx(uv);
float2 duv2 = ddy(uv);
float3 dp2perp = cross(dp2, normal);
float3 dp1perp = cross(normal, dp1);
float3 tangent = normalize(dp2perp * duv1.x + dp1perp * duv2.x);
float3 bitangent = normalize(dp2perp * duv1.y + dp1perp * duv2.y);
return float3x3(tangent, bitangent, normal);
}
float3x3 CalcTangentBasisFromWorldNormal(float3 normal)
{
float3 tangent = cross(normal, float3(1, 0, 0));