Normal From Texture ノード
説明
入力 Texture で定義されるハイトマップを法線マップに変換します。UV 値は入力 UV、サンプラー状態は入力 Sampler で定義できます。これらのポートに何も接続されていない場合は、入力からデフォルト値が使用されます。詳細は ポートバインディング を参照してください。
作成された法線マップの強度は入力 Offset と入力 Strength で定義できます。Offset は法線のディテールの最大距離を定義し、Strength は結果の乗数として機能します。
ポート
Name |
Direction |
タイプ |
バインディング |
説明 |
Texture |
入力 |
Texture |
なし |
ハイトマップ |
UV |
入力 |
Vector 2 |
UV |
テクスチャー座標 |
Sampler |
入力 |
Sampler State |
なし |
Texture のサンプラー |
Offset |
入力 |
Vector 1 |
なし |
サンプルを補正する量 |
Strength |
入力 |
Vector 1 |
なし |
強度の乗数 |
Out |
出力 |
Vector 3 |
なし |
出力値 |
生成されるコードの例
以下のサンプルコードは、このノードの出力の一例を示したものです。
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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