Unity/UnityShader

[HLSL]NormalTexture To WorldNormal

멍산 2023. 10. 16. 00:23

 

Shader "Example/NormalTexture"
{

    Properties
    {
    	_NormalMap("NormalMap",2D) = "bump"{}  
    }


    SubShader
    {

        Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }

        Pass
        {

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            struct Attributes
            {
                float4 positionOS   : POSITION;
                float3 normal       : NORMAL;
                float4 tangent      : TANGENT;
                float2 uv           : TEXCOORD0;
            };

            struct Varyings
            {
                float4 positionHCS  : SV_POSITION;
                float3 normal       : NORMAL;
                float2 uv           : TEXCOORD0;
                float3 normalWS     : TEXCOORD1;
                float3 tangentWS    : TEXCOORD2;
                float3 bitangentWS  : TEXCOORD3;
            };
            
            TEXTURE2D(_NormalMap);
            SAMPLER(sampler_NormalMap);
            
            CBUFFER_START(UnityPerMaterial)
            
            	float4 _NormalMap_ST;
            
            CBUFFER_END
            

            Varyings vert(Attributes IN)
            {
                Varyings OUT;
                OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
                OUT.uv = IN.uv;
                OUT.normal = IN.normal;
                OUT.normalWS = TransformObjectToWorldNormal(IN.normal);
                OUT.tangentWS = TransformObjectToWorldDir(IN.tangent.xyz);
                OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangent.w * unity_WorldTransformParams.w;
                
                return OUT;
            }
            
            half3 TangentNormalToWorldNormal(half3 TangentNormal, half3 T, half3 B, half3 N)
            {
                float3x3 TBN = float3x3(T, B, N);
                TBN = transpose(TBN);
                return mul(TBN, TangentNormal);
            }

            half4 frag(Varyings IN) : SV_Target
            {
                float4 nT = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(IN.uv, _NormalMap));
                nT.rgb = UnpackNormal(nT);

                float3 N = TangentNormalToWorldNormal(nT.rgb, IN.tangentWS, IN.bitangentWS, IN.normalWS);

                return half4(N,1);
            }
            ENDHLSL
        }
    }
}

ShaderGraph 예시

*Sample Texture 2D의 Type을 Normal 로 할 경우 Normal Unpack 과정을 생략할 수 있습니다.

*ShaderGraph Transform 노드

https://docs.unity3d.com/Packages/com.unity.shadergraph@12.1/manual/Transform-Node.html