#ifndef UNITY_QUATERNIONMATH_INCLUDED #define UNITY_QUATERNIONMATH_INCLUDED // Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4 real4 TangentSpaceToQuat(real3 tagent, real3 bitangent, real3 normal) { real4 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(real4 quaterion, out real3 tangent, out real3 bitangent, out real3 normal) { tangent = real3(1.0, 0.0, 0.0) + real3(-2.0, 2.0, 2.0) * quat.y * quat.yxw + real3(-2.0, -2.0, 2.0) * quat.z * quaternion.zwx; bitangent = real3(0.0, 1.0, 0.0) + real3(2.0, -2.0, 2.0) * quat.z * quat.wzy + real3(2.0, -2.0, -2.0) * quat.x * quaternion.yxw; normal = real3(0.0, 0.0, 1.0) + real3(2.0, 2.0, -2.0) * quat.x * quat.zwx + real3(-2.0, 2.0, -2.0) * quat.y * quaternion.wzy; } #endif // UNITY_QUATERNIONMATH_INCLUDED