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    Normal From Texture Node

    Description

    Converts a height map defined by input Texture into a normal map. UV values and sampler state can be defined by inputs UV and Sampler respectively. If nothing is connected to these ports they will use default values from the inputs. See Port Bindings for more information.

    The strength of the created normal map can be defined by inputs Offset and Strength, where Offset defines the maximum distance of a normal detail and Strength acts as a multiplier to the result.

    If you experience texture sampling errors while using this node in a graph which includes Custom Function Nodes or Sub Graphs, you can resolve them by upgrading to version 10.3 or later.

    Ports

    Name Direction Type Binding Description
    Texture Input Texture None Height map
    UV Input Vector 2 UV Texture coordinates
    Sampler Input Sampler State None Sampler for Texture
    Offset Input Float None Amount to offset samples
    Strength Input Float None Strength multiplier
    Out Output Vector 3 None Output value

    Generated Code Example

    The following example code represents one possible outcome of this node.

    void Unity_NormalFromTexture_float(Texture texture, SamplerState Sampler, float2 UV, float Offset, float Strength, out float3 Out)
    {
        Offset = pow(Offset, 3) * 0.1;
        float2 offsetU = float2(UV.x + Offset, UV.y);
        float2 offsetV = float2(UV.x, UV.y + Offset);
        float normalSample = Texture.Sample(Sampler, UV);
        float uSample = Texture.Sample(Sampler, offsetU);
        float vSample = Texture.Sample(Sampler, offsetV);
        float3 va = float3(1, 0, (uSample - normalSample) * Strength);
        float3 vb = float3(0, 1, (vSample - normalSample) * Strength);
        Out = normalize(cross(va, vb));
    }
    
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