diff options
Diffstat (limited to 'Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/ShaderFunctions/Derive Tangent Basis.asset')
-rw-r--r-- | Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/ShaderFunctions/Derive Tangent Basis.asset | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/ShaderFunctions/Derive Tangent Basis.asset b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/ShaderFunctions/Derive Tangent Basis.asset new file mode 100644 index 00000000..3a739110 --- /dev/null +++ b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/ShaderFunctions/Derive Tangent Basis.asset @@ -0,0 +1,64 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 78b2425a2284af743826c689403a4924, type: 3} + m_Name: Derive Tangent Basis + m_EditorClassIdentifier: + m_functionInfo: "// Made with Amplify Shader Editor\n// Available at the Unity Asset + Store - http://u3d.as/y3X \n/*ASEBEGIN\nVersion=17102\n0;731;1536;630;1714.5;318.7658;1;True;False\nNode;AmplifyShaderEditor.WorldNormalVector;10;-821.4876,20.21545;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionInput;5;-784.8259,164.9036;Inherit;False;UV;2;0;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.WorldPosInputsNode;13;-823.4999,-127.2658;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.CustomExpressionNode;1;-529.4937,-4.008303;Inherit;False;#if + (SHADER_TARGET >= 45)$float3 dPdx = ddx_fine( WorldPosition )@$float3 dPdy = ddy_fine( + WorldPosition )@$#else$float3 dPdx = ddx( WorldPosition )@$float3 dPdy = ddy( + WorldPosition )@$#endif$$float3 sigmaX = dPdx - dot( dPdx, WorldNormal ) * WorldNormal@$float3 + sigmaY = dPdy - dot( dPdy, WorldNormal ) * WorldNormal@$$float flip_sign = dot( + dPdy, cross( WorldNormal, dPdx ) ) < 0 ? -1 : 1@$$#if (SHADER_TARGET >= 45)$float2 + dSTdx = ddx_fine( UV )@$float2 dSTdy = ddy_fine( UV )@$#else$float2 dSTdx = ddx( + UV )@$float2 dSTdy = ddy( UV )@$#endif$$float det = dot( dSTdx, float2( dSTdy.y, + -dSTdy.x ) )@$float sign_det = ( det < 0 ) ? -1 : 1@$$float2 invC0 = sign_det + * float2( dSTdy.y, -dSTdx.y )@$$float3 T = sigmaX * invC0.x + sigmaY * invC0.y@$if + ( abs( det ) > 0 ) T = normalize( T )@$$float3 B = ( sign_det * flip_sign ) * + cross( WorldNormal, T )@$$WorldToTangent = float3x3( T, B, WorldNormal )@$TangentToWorld + = transpose( WorldToTangent )@$return@;7;False;5;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;UV;FLOAT2;0,0;In;;Float;False;True;TangentToWorld;FLOAT3x3;1,0,0,1,1,1,1,0,1;Out;;Float;False;True;WorldToTangent;FLOAT3x3;1,0,0,1,1,1,1,0,1;Out;;Float;False;Derive + Tangent Basis;False;False;0;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT2;0,0;False;4;FLOAT3x3;1,0,0,1,1,1,1,0,1;False;5;FLOAT3x3;1,0,0,1,1,1,1,0,1;False;3;FLOAT3;0;FLOAT3x3;5;FLOAT3x3;6\nNode;AmplifyShaderEditor.FunctionOutput;0;-147.9617,-6.546963;Inherit;False;True;Tangent + To World;0;False;1;0;FLOAT3x3;0,0,0,1,1,1,1,0,1;False;1;FLOAT3x3;0\nNode;AmplifyShaderEditor.FunctionOutput;6;-143.2227,68.66327;Inherit;False;False;World + To Tangent;1;False;1;0;FLOAT3x3;0,0,0,1,1,1,1,0,1;False;1;FLOAT3x3;0\nWireConnection;1;1;13;0\nWireConnection;1;2;10;0\nWireConnection;1;3;5;0\nWireConnection;0;0;1;5\nWireConnection;6;0;1;6\nASEEND*/\n//CHKSM=AEDC509876FA685886EABAB4978B0630E667D50E" + m_functionName: + m_description: 'This function derives a per-pixel tangent basis for a specific set + of UV coordinates. The built-in tangent basis is based on UV0. This function allows + normal mapping for UV1 or any other UV set, including runtime generated. + + + Typical usage case: + + Blending additional normal mapped layers that require non-UV0 coordinates. + + + Based on "Surface Gradient Based Bump Mapping Framework" by Morten S. Mikkelsen' + m_additionalIncludes: + m_additionalIncludes: [] + m_outsideIncludes: [] + m_additionalPragmas: + m_additionalPragmas: [] + m_outsidePragmas: [] + m_additionalDirectives: + m_validData: 0 + m_isDirty: 0 + m_moduleName: ' Additional Directives' + m_independentModule: 1 + m_additionalDirectives: [] + m_shaderFunctionDirectives: [] + m_nativeDirectives: [] + m_nativeDirectivesIndex: -1 + m_nativeDirectivesFoldout: 0 + m_directivesSaveItems: [] + m_nodeCategory: 3 + m_customNodeCategory: + m_previewPosition: 0 + m_hidden: 0 |