Assignment for RMIT Mixed Reality in 2020
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m_Name: Derive Tangent Basis
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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,
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* 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
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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'
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