creating normals from alpha/heightmap inside a shader
http://www.polycount.com/forum/showthread.php?t=117185
I am making some custom terrain shaders with strumpy's editor and I want to be able to create normals based on my blend mask. Does anyone know how I can turn grayscale data into basic normal mapping info? I have seen someone do this in unreal but I can't remember where.
You probably want to get the difference of the values pixel-by-pixel using ddx, I think.
Off the top of my head... for CG/HLSL;
float heightmap = your height map value;
float3 normal;
normal.x = ddx(heightmap);
normal.y = ddy(heightmap);
normal.z = sqrt(1 - normal.x*normal.x - normal.y * normal.y); // Reconstruct z component to get a unit normal.
For OpenGL, I think the functions are dFdx and dFdy.
DirectX11 has ddx_fine and ddy_fine which I think give more accurate results.
That'll give you the normal in, ehr... screen space I think?
Otherwise you can sample the heightmap multiple times, offsetting it by a pixel and working out the difference from those values. That should get you it in whatever space the base normal is in.
Nicked frm here; http://www.gamedev.net/topic/594781-...mal-algorithm/
float me = tex2D(heightMapSampler,IN.tex).x;
float n = tex2D(heightMapSampler,float2(IN.tex.x,IN.tex.y+1.0/heightMapSizeY)).x;
float s = tex2D(heightMapSampler,float2(IN.tex.x,IN.tex.y-1.0/heightMapSizeY)).x;
float e = tex2D(heightMapSampler,float2(IN.tex.x+1.0/heightMapSizeX,IN.tex.y)).x;
float w = tex2D(heightMapSampler,float2(IN.tex.x-1.0/heightMapSizeX,IN.tex.y)).x; //find perpendicular vector to norm:
float3 temp = norm; //a temporary vector that is not parallel to norm
if(norm.x==)
temp.y+=0.5;
else
temp.x+=0.5; //form a basis with norm being one of the axes:
float3 perp1 = normalize(cross(norm,temp));
float3 perp2 = normalize(cross(norm,perp1)); //use the basis to move the normal in its own space by the offset
float3 normalOffset = -bumpHeightScale*(((n-me)-(s-me))*perp1 + ((e-me)-(w-me))*perp2);
norm += normalOffset;
norm = normalize(norm);
Gave it a try out of curiosity.
Here's the multi-sample method in a stripped-down surface shader.
I had to change the handedness from the code above to match Unity (changing the sign of the operation when sampling the e and w values from + to - and vice versa).
Shader "Debug/Normal Map From Height" {
Properties {
_Color ("Main Color", Color) = (,,,)
_MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "white" {}
_BumpMap ("Normal (Normal)", 2D) = "bump" {}
_HeightMap ("Heightmap (R)", 2D) = "grey" {}
_HeightmapStrength ("Heightmap Strength", Float) = 1.0
_HeightmapDimX ("Heightmap Width", Float) =
_HeightmapDimY ("Heightmap Height", Float) =
}
SubShader{
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf NormalsHeight
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
};
sampler2D _MainTex, _BumpMap, _HeightMap;
float _HeightmapStrength, _HeightmapDimX, _HeightmapDimY;
void surf (Input IN, inout SurfaceOutput o)
{
o.Albedo = fixed3(0.5);
float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
float me = tex2D(_HeightMap,IN.uv_MainTex).x;
float n = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y+1.0/_HeightmapDimY)).x;
float s = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y-1.0/_HeightmapDimY)).x;
float e = tex2D(_HeightMap,float2(IN.uv_MainTex.x-1.0/_HeightmapDimX,IN.uv_MainTex.y)).x;
float w = tex2D(_HeightMap,float2(IN.uv_MainTex.x+1.0/_HeightmapDimX,IN.uv_MainTex.y)).x;
float3 norm = normal;
float3 temp = norm; //a temporary vector that is not parallel to norm
if(norm.x==)
temp.y+=0.5;
else
temp.x+=0.5;
//form a basis with norm being one of the axes:
float3 perp1 = normalize(cross(norm,temp));
float3 perp2 = normalize(cross(norm,perp1));
//use the basis to move the normal in its own space by the offset
float3 normalOffset = -_HeightmapStrength * ( ( (n-me) - (s-me) ) * perp1 + ( ( e - me ) - ( w - me ) ) * perp2 );
norm += normalOffset;
norm = normalize(norm);
o.Normal = norm;
}
inline fixed4 LightingNormalsHeight (SurfaceOutput s, fixed3 lightDir, fixed3 viewDir, fixed atten)
{
viewDir = normalize(viewDir);
lightDir = normalize(lightDir);
s.Normal = normalize(s.Normal);
float NdotL = dot(s.Normal, lightDir);
_LightColor0.rgb = _LightColor0.rgb;
fixed4 c;
c.rgb = float3(0.5) * saturate ( NdotL ) * _LightColor0.rgb * atten;
c.a = 1.0;
return c;
}
ENDCG
}
FallBack "VertexLit"
}
Derivative method works, but it's fucking ugly 'cause it's in screen space - really noisy.
ddx_fine might give better results in DX11, but it looks like crap in DX9.
creating normals from alpha/heightmap inside a shader的更多相关文章
- Creating Materials at runtime And Issue of Shader.Find()
Creating Materials at runtimehttp://forum.unity3d.com/threads/create-materials-at-runtime.72952/ //通 ...
- surface shader相关参数,命令
https://docs.unity3d.com/Manual/SL-SurfaceShaders.html 说明: 注意下surfaceshader相关开关选项,input结构体全部可用参数 goo ...
- OpenGL shader 中关于顶点坐标值的思考
今天工作中需要做一个事情: 在shader内部做一些空间距离上的计算,而且需要对所有的点进行计算,符合条件的显示,不符合条件的点不显示. 思路很简单,在vertex shader内知道顶点坐标,进行计 ...
- 【Unity Shaders】Alpha Test和Alpha Blending
写在前面 关于alpha的问题一直是个比较容易摸不清头脑的事情,尤其是涉及到半透明问题的时候,总是不知道为什么A就遮挡了B,而B明明在A前面.这篇文章就总结一下我现在的认识~ Alpha Test和A ...
- Unity Shader 基础(3) 获取深度纹理
Unity提供了很多Image Effect效果,包含Global Fog.DOF.Boom.Blur.Edge Detection等等,这些效果里面都会使用到摄像机深度或者根据深度还原世界坐标实现各 ...
- (转)【Unity Shaders】Alpha Test和Alpha Blending
转自:http://blog.csdn.net/candycat1992/article/details/41599167 写在前面 关于alpha的问题一直是个比较容易摸不清头脑的事情,尤其是涉及到 ...
- 雷达波Shader
OSG版本: vert #version varying out vec3 v; void main() { gl_FrontColor = gl_Color; gl_Position = ftran ...
- Unity关闭shader中的光照模型以及如何自定义光照模型
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced '_Wor ...
- unity, unlit surface shader (texColor only surface shader)
要实现双面透明无光照只有纹理色的surface shader. 错误的写法:(导致带有曝光) Shader "Custom/doubleFaceTranspTexColor" { ...
随机推荐
- ANDROID_MARS学习笔记_S01原始版_010_ContentProvider
一.简介 一.代码1.xml(1)main.xml <?xml version="1.0" encoding="utf-8"?> <Linea ...
- Android 用Intent和Bundle传递参数
传递方: //点击btn_sub传递 fieldHeight.getText()和 fieldWeight.getText() private void setListeners() { ...
- xcode5编译过的xib 如何在xcode4.6下打开
IOS7一出来,对应的xcode版本变成了5了,这次xcode升级比较大,特别是在源代码编译方面,苹果下足了功夫,编译时间不到原来的一半,忽然强烈觉得android在这方面需要加强啊: 其他不多说,X ...
- insmod: error inserting 'simp-blkdev.ko': -1 Invalid module format
(一) 今天写了个块设备驱动例子,在虚拟机上加载模块insmod simp_blkdev.ko的时候,出现以下错误. insmod: error inserting 'simple-blk.ko': ...
- ☀【CSS3】box-sizing
<!DOCTYPE html> <html lang="zh-CN"> <head> <meta charset="utf-8& ...
- 在ASP.NET MVC中实现基于URL的权限控制
本示例演示了在ASP.NET MVC中进行基于URL的权限控制,由于是基于URL进行控制的,所以只能精确到页.这种权限控制的优点是可以在已有的项目上改动极少的代码来增加权限控制功能,和项目本身的耦合度 ...
- Linux下的nginx启动、重新启动
nginx的启动命令是: /usr/local/nginx/sbin/nginx -c /usr/local/nginx/conf/nginx.conf -c制定配置文件的路径,不加-nginx会自动 ...
- Nginx实现七层负载均衡配置指导
本文描述了如何使用Nginx实现在应用层实现7层负载均衡功能,Nginx支持虚拟主机,可以按照轮询,IP哈希,URL哈希,权重方式对后端服务器做负载均衡,还支持后端服务器健康检查功能.废话不多说,详细 ...
- 添加iis的wolf、wolf2、json支持
1.打开“mime类型”,添加: 如下“文件扩展名”和“mime类型”: .woff application/x-font-woff .woff2 applic ...
- 安装qc 出现error An error occurred while attempting to connect to the database.
When trying to install mercury quality center starter edition 9.0 on Windows XP media center, I am g ...