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half3 TangentToWorldNormal(half3 normalTangent, half3 tangent, half3 binormal, half3 normal) |
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{ |
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half3x3 tangentToWorld = half3x3(tangent, binormal, normal); |
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#ifdef SHADER_API_MOBILE |
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return mul(normalTangent, tangentToWorld); |
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#else |
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#endif |
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} |
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// TODO: A similar function should be already available in SRP lib on master. Use that instead |
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