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
- Foundation和UIKit框架图
学习Foundation和UIKit的时候比较容易忽视的一个问题: 对于一个新的类,知道它的用法和属性方法,但往往忽视了它的继承关系, 了解类的继承关系能帮助加深对其理解. 另外在官方文档中每一个类的 ...
- URAL1009
链接 第一道URAL题 简单递推 #include <iostream> #include<cstdio> #include<cstring> #include&l ...
- ununtu卸载软件
sudo apt-get remove vim
- .NET程序内,访问私有或者保护成员的技巧
如果是C++,我们可以计算对象内成员的位置,然后偏移指针以访问类型的所有非公开成员.但是.NET对象完全受GC管理,地址根本无法得到,并且也无法通过指针调用方法. 当然... 这是一种很不值得推荐的技 ...
- content:attr()
<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title> ...
- -_-#【减少 DOM 元素】textarea, script 延迟渲染
淘宝详情页的 BigRender 优化与存放大块 HTML 内容的最佳方式 淘宝详情页的BigRender优化的最佳方式 <!DOCTYPE html> <html> < ...
- 获得设备型号(含iPhone6 , iPhone 6+)
//获得设备型号 + (NSString *)getCurrentDeviceModel:(UIViewController *)controller { int mib[2]; size_t len ...
- windows下rundll32介绍
最近看书介绍rundll32可以加载dll文件并执行其中导出函数,在MSDN中我们可以看到绍http://support.microsoft.com/kb/164787/zh-cn rundll32调 ...
- linux的nohup命令的用法
在应用Unix/Linux时,我们一般想让某个程序在后台运行,于是我们将常会用 & 在程序结尾来让程序自动运行.比如我们要运行mysql在后台: /usr/local/mysql/bin/my ...
- bzoj 1226 [SDOI2009]学校食堂Dining(状压DP)
Description 小F 的学校在城市的一个偏僻角落,所有学生都只好在学校吃饭.学校有一个食堂,虽然简陋,但食堂大厨总能做出让同学们满意的菜肴.当然,不同的人口味也不一定相同,但每个人的口味都可以 ...