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HDRednerPipeline: compute normalOS in WS with surface gradient

/RenderPassXR_Sandbox
sebastienlagarde 7 年前
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共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


// /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient
float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0;
// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
normalTS = SurfaceGradientFromPerturbedNormal(TransformWorldToObjectDir(input.worldToTangent[2]), normalOS);
normalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], TransformObjectToWorldDir(normalOS));
#else
float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0);
normalTS = TransformObjectToTangent(normalOS, input.worldToTangent);

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