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- #ifndef UNIVERSAL_PARALLAX_MAPPING_INCLUDED
- #define UNIVERSAL_PARALLAX_MAPPING_INCLUDED
-
- // Return view direction in tangent space, make sure tangentWS.w is already multiplied by GetOddNegativeScale()
- half3 GetViewDirectionTangentSpace(half4 tangentWS, half3 normalWS, half3 viewDirWS)
- {
- // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader.
- half3 unnormalizedNormalWS = normalWS;
- const half renormFactor = 1.0 / length(unnormalizedNormalWS);
-
- // use bitangent on the fly like in hdrp
- // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
- half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0); // we do not need to multiple GetOddNegativeScale() here, as it is done in vertex shader
- half3 bitang = crossSign * cross(normalWS.xyz, tangentWS.xyz);
-
- half3 WorldSpaceNormal = renormFactor * normalWS.xyz; // we want a unit length Normal Vector node in shader graph
-
- // to preserve mikktspace compliance we use same scale renormFactor as was used on the normal.
- // This is explained in section 2.2 in "surface gradient based bump mapping framework"
- half3 WorldSpaceTangent = renormFactor * tangentWS.xyz;
- half3 WorldSpaceBiTangent = renormFactor * bitang;
-
- half3x3 tangentSpaceTransform = half3x3(WorldSpaceTangent, WorldSpaceBiTangent, WorldSpaceNormal);
- half3 viewDirTS = mul(tangentSpaceTransform, viewDirWS);
-
- return viewDirTS;
- }
-
- #ifndef BUILTIN_TARGET_API
- half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS)
- {
- height = height * amplitude - amplitude / 2.0;
- half3 v = normalize(viewDirTS);
- v.z += 0.42;
- return height * (v.xy / v.z);
- }
- #endif
-
- float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv)
- {
- half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g;
- float2 offset = ParallaxOffset1Step(h, scale, viewDirTS);
- return offset;
- }
-
- float2 ParallaxMappingChannel(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv, int channel)
- {
- half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv)[channel];
- float2 offset = ParallaxOffset1Step(h, scale, viewDirTS);
- return offset;
- }
- #endif // UNIVERSAL_PARALLAX_MAPPING_INCLUDED
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