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#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
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