【发布时间】:2019-09-30 17:31:23
【问题描述】:
我正在 cg 中编写一个着色器,用于置换顶点。因为我置换了顶点,所以我重新计算了法线,使它们远离表面,并将该信息提供给片段函数。在着色器中我还实现了一个法线贴图,现在我想知道我不应该重新计算切线吗?有没有计算正切的公式?我读到它与法线成 90 度角,我可以使用叉积吗?
我想将右切线传递给 VOUT.tangentWorld。这是我的顶点函数:
VertexOutput vert (VertexInput i)
{
VertexOutput VOUT;
// put the vert in world space
float4 newVert = mul(_Object2World,i.vertex);
// create fake vertexes
float4 v1 = newVert + float4(0.05,0.0,0.0,0.0) ; // X
float4 v2 = newVert + float4(0.0,0.0,0.05,0.0) ; // Z
// assign the displacement map to uv coords
float4 disp = tex2Dlod(_Displacement, float4(newVert.x + (_Time.x * _Speed), newVert.z + (_Time.x * _Speed),0.0,0.0));
float4 disp2 = tex2Dlod(_Displacement, float4(v1.x + (_Time.x * _Speed), newVert.z + (_Time.x * _Speed),0.0,0.0));
float4 disp3 = tex2Dlod(_Displacement, float4(newVert.x + (_Time.x * _Speed), v2.z + (_Time.x * _Speed),0.0,0.0));
// offset the main vert
newVert.y += _Scale * disp.y;
// offset fake vertexes
v1 += _Scale * disp2.y;
v2 += _Scale * disp3.y;
// calculate the new normal direction
float3 newNor = cross(v2 - newVert, v1 - newVert);
// return world position of the vert for frag calculations
VOUT.posWorld = newVert;
// set the vert back in object space
float4 vertObjectSpace = mul(newVert,_World2Object);
// apply unity mvp matrix to the vert
VOUT.pos = mul(UNITY_MATRIX_MVP,vertObjectSpace);
//return the tex coords for frag calculations
VOUT.tex = i.texcoord;
// return normal, tangents, and binormal information for frag calculations
VOUT.normalWorld = normalize( mul(float4(newNor,0.0),_World2Object).xyz);
VOUT.tangentWorld = normalize( mul(_Object2World,i.tangent).xyz);
VOUT.binormalWorld = normalize( cross(VOUT.normalWorld, VOUT.tangentWorld) * i.tangent.w);
return VOUT;
}
不只是向量v2 - newVert 或v1 - newVert 因为沿曲面的点吗?我怎么知道它是两者中的哪一个?
【问题讨论】:
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我认为会像 slumtrimpet 所说的那样涉及交叉产品。