![]() NormalMap = normalize(NormalMap) // we do this to ensure scaling wont break the normal.įloat3 temp = WorldLightPosition - input.Position3D įloat distancePixelToLight = length(temp) įloat3 surfaceToCamera = normalize(CameraPosition - input.Position3D) įloat3 surfaceToLight = temp / distancePixelToLight // cheapen the normalize. NormalMap.g = 1.0f - NormalMap.g // flips the y. Output.TexureCoordinateA = input.TexureCoordinateA įloat4 PsNormMapLightShadow(VsNormMapLightShadowOutput input) : COLOR0 Output.Position = mul(output.Position3D, vp) Output.Position3D = mul(input.Position, World) VsNormMapLightShadowOutput VsNormMapLightShadow(VsNormMapLightShadowInput input) _įloat4 Position : SV_Position //: SV_POSITION I think the side opposite the light still can get some specular reflection when using normal maps. requires a tangent in the vertex data and 3 textures pixel, normalmap, depthmap Here is one of my shaders were it was applied. ![]() NormalMap = mul(NormalMap, World) // <<<<< world NormalMap = normalize(NormalMap * 2.0 - 1.0) Here is how i apply the world transform when i was working on normal mapping.įloat3 NormalMap = tex2D(TextureNormalSampler, input.TexureCoordinateA).rgb Or what the difference is in parallax mapping.ĭunno if this will help. Then again im not entirely sure what is wrong in the posted image. Seems to me that should be a dot operation to find intensity after a transform. Which were in fact wrong and i had to end up writing it out myself. When i was doing a couple normal mapping tutorials i had similar things in them about the eye vector. Output.UV = TextureOffset + input.UV * TexturesTiling Īnd here’s the relevant part in the pixel shader: float height = tex2D(NormalSampler, UV).a * DisplacementScale - DisplacementBias Output.EyeVector = mul(output.EyeVector, rotation) Output.EyeVector = normalize(mul(normalize(CameraPosition.xyz - worldPosition), tbn)) Output.TangentToWorld = (mul(input.Normal, World)) įloat4 worldPosition = mul(input.Position, World) įloat3x3 tbn = float3x3(input.Tangent, input.BiTangent, input.Normal) Output.TangentToWorld = (mul(input.BiTangent, World)) Output.TangentToWorld = (mul(input.Tangent, World)) Build TBN Matrix (Tangent, Bitangent, Normals) Output.Position = mul(input.Position, WorldViewProjection) output.Position = mul(viewPosition, Projection) float4 viewPosition = mul(worldPosition, View) VertexShaderOutput VertexShaderMain(VertexShaderInput input) Here’s my vertex shader code: // Vertex Shader Whats the right way to apply world transformations on the parallax effect so that no matter how the surface is rotated or scaled it will look good? Moving the surface looks OK btw, the only problem is with rotation.
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