我在cg中编写了一个着色器,我在那里置换了顶点。因为我置换了顶点,所以我重新计算法线,使它们远离表面,并将该信息提供给碎片函数。在着色器中,我也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?有公式可以计算正切吗?我知道它和法线成90度角,我能用外积求出来吗?
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;
}
它不就是向量v2 - newVert
或v1 - newVert
吗?因为沿着曲面的点?我怎么知道是哪一个呢?
我使用了如下代码:
Vector3 tangent = Vector3.Cross( normal, Vector3.forward );
if( tangent.magnitude == 0 ) {
tangent = Vector3.Cross( normal, Vector3.up );
}
来源:http://answers.unity3d.com/questions/133680/how-do-you-find-the-tangent-from-a-given-normal.html