using System.Reflection; namespace UnityEngine.MaterialGraph { [Title("Utility/Heightmap To Normalmap")] public class HeightToNormalNode : CodeFunctionNode { public HeightToNormalNode() { name = "HeightToNormal"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_HeightToNormal", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_HeightToNormal( [Slot(0, Binding.None)] Texture2D heightmap, [Slot(1, Binding.MeshUV0)] Vector1 texCoord, [Slot(2, Binding.None, 0.005f, 0, 0, 0)] Vector1 texOffset, [Slot(3, Binding.None, 8f, 0, 0, 0)] Vector1 strength, [Slot(4, Binding.None)] out Vector1 normal) { return @" { float2 offsetU = float2(texCoord.x + texOffset, texCoord.y); float2 offsetV = float2(texCoord.x, texCoord.y + texOffset); float normalSample = 0; float uSample = 0; float vSample = 0; #ifdef UNITY_COMPILER_HLSL normalSample = heightmap.Sample(my_linear_repeat_sampler, texCoord).r; uSample = heightmap.Sample(my_linear_repeat_sampler, offsetU).r; vSample = heightmap.Sample(my_linear_repeat_sampler, offsetV).r; #endif float uMinusNormal = uSample - normalSample; float vMinusNormal = vSample - normalSample; uMinusNormal = uMinusNormal * strength; vMinusNormal = vMinusNormal * strength; float3 va = float3(1, 0, uMinusNormal); float3 vb = float3(0, 1, vMinusNormal); normals = cross(va, vb); } "; } } }