float3 ADD_FUNC_SUFFIX(ADD_NORMAL_FUNC_SUFFIX(SampleUVMappingNormal))(TEXTURE2D_ARGS(textureName, samplerName), UVMapping uvMapping, float scale, float param) { if (uvMapping.mappingType == UV_MAPPING_TRIPLANAR) { float3 triplanarWeights = uvMapping.triplanarWeights; #ifdef SURFACE_GRADIENT float2 derivXplane; float2 derivYPlane; float2 derivZPlane; derivXplane = derivYPlane = derivZPlane = float2(0.0, 0.0); if (triplanarWeights.x > 0.0) derivXplane = triplanarWeights.x * UNPACK_DERIVATIVE_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvZY, param), scale); if (triplanarWeights.y > 0.0) derivYPlane = triplanarWeights.y * UNPACK_DERIVATIVE_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvXZ, param), scale); if (triplanarWeights.z > 0.0) derivZPlane = triplanarWeights.z * UNPACK_DERIVATIVE_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvXY, param), scale); // Assume derivXplane, derivYPlane and derivZPlane sampled using (z,y), (z,x) and (x,y) respectively. // TODO: Check with morten convention! Do it follow ours ? float3 volumeGrad = float3(derivZPlane.x + derivYPlane.y, derivZPlane.y + derivXplane.y, derivXplane.x + derivYPlane.x); return SurfaceGradientFromVolumeGradient(uvMapping.normalWS, volumeGrad); #else float3 val = float3(0.0, 0.0, 0.0); if (triplanarWeights.x > 0.0) val += triplanarWeights.x * UNPACK_NORMAL_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvZY, param), scale); if (triplanarWeights.y > 0.0) val += triplanarWeights.y * UNPACK_NORMAL_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvXZ, param), scale); if (triplanarWeights.z > 0.0) val += triplanarWeights.z * UNPACK_NORMAL_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvXY, param), scale); return normalize(val); #endif } #ifdef SURFACE_GRADIENT else if (uvMapping.mappingType == UV_MAPPING_PLANAR) { // Note: Planar is on uv coordinate (and not uvXZ) float2 derivYPlane = UNPACK_DERIVATIVE_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uv, param), scale); // See comment above float3 volumeGrad = float3(derivYPlane.y, 0.0, derivYPlane.x); return SurfaceGradientFromVolumeGradient(uvMapping.normalWS, volumeGrad); } #endif else { #ifdef SURFACE_GRADIENT float2 deriv = UNPACK_DERIVATIVE_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uv, param), scale); return SurfaceGradientFromTBN(deriv, uvMapping.tangentWS, uvMapping.bitangentWS); #else return UNPACK_NORMAL_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uv, param), scale); #endif } }