您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

32 行
1.1 KiB

#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