Normal Blend Node
Description
Blends two normal maps defined by inputs A and B, normalizing the result to produce a valid normal map representing the combined surface detail.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
A | Input | Vector 3 | None | First input normal map |
B | Input | Vector 3 | None | Second input normal map |
Out | Output | Vector 3 | None | Blended normal map |
Controls
Name | Type | Options | Description |
---|---|---|---|
Mode | Dropdown | Default | Blends the two normal maps by adding their x and y components and multiplying their z components, then normalizes the result to ensure a valid normal direction. |
Mode | Dropdown | Reoriented | Blends the two normal maps using a mathematically correct method, ensuring the resulting normal map represents a realistic combined surface. |
Generated Code Example
The following example code demonstrates how the node blends normals in each Mode:
Default
Adds the x and y components (R and G channels) of the input normals, multiplies the z components (B channel), then normalizes the result.
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = normalize(float3(A.rg + B.rg, A.b * B.b));
}
Reoriented
Blends the input normals using a reoriented method that makes the resulting surface normal look realistic.
void Unity_NormalBlend_Reoriented_float(float3 A, float3 B, out float3 Out)
{
float3 t = A.xyz + float3(0.0, 0.0, 1.0);
float3 u = B.xyz * float3(-1.0, -1.0, 1.0);
Out = (t / t.z) * dot(t, u) - u;
}