#ifndef UNITY_QUATERNIONMATH_INCLUDED #define UNITY_QUATERNIONMATH_INCLUDED #include "Common.hlsl" // Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4 float4 TangentSpaceToQuat(float3 tagent, float3 bitangent, float3 normal) { float4 quat; quat.x = normal.y - bitangent.z; quat.y = tangent.z - normal.x; quat.z = bitangent.x - tangent.y; quat.w = 1.0 + tangent.x + bitangent.y + normal.z; return normalize(quat); } void QuatToTangentSpace(float4 quaterion, out float3 tangent, out float3 bitangent, out float3 normal) { tangent = float3(1.0, 0.0, 0.0) + float3(-2.0, 2.0, 2.0) * quat.y * quat.yxw + float3(-2.0, -2.0, 2.0) * quat.z * quaternion.zwx; bitangent = float3(0.0, 1.0, 0.0) + float3(2.0, -2.0, 2.0) * quat.z * quat.wzy + float3(2.0, -2.0, -2.0) * quat.x * quaternion.yxw; normal = float3(0.0, 0.0, 1.0) + float3(2.0, 2.0, -2.0) * quat.x * quat.zwx + float3(-2.0, 2.0, -2.0) * quat.y * quaternion.wzy; } #endif // UNITY_QUATERNIONMATH_INCLUDED