%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 78b2425a2284af743826c689403a4924, type: 3} m_Name: Derive Tangent Basis m_EditorClassIdentifier: m_functionInfo: "// Made with Amplify Shader Editor\n// Available at the Unity Asset 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, -dSTdy.x ) )@$float sign_det = ( det < 0 ) ? -1 : 1@$$float2 invC0 = sign_det * float2( dSTdy.y, -dSTdx.y )@$$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 )@$TangentToWorld = transpose( WorldToTangent )@$return@;7;False;5;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;UV;FLOAT2;0,0;In;;Float;False;True;TangentToWorld;FLOAT3x3;1,0,0,1,1,1,1,0,1;Out;;Float;False;True;WorldToTangent;FLOAT3x3;1,0,0,1,1,1,1,0,1;Out;;Float;False;Derive Tangent Basis;False;False;0;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT2;0,0;False;4;FLOAT3x3;1,0,0,1,1,1,1,0,1;False;5;FLOAT3x3;1,0,0,1,1,1,1,0,1;False;3;FLOAT3;0;FLOAT3x3;5;FLOAT3x3;6\nNode;AmplifyShaderEditor.FunctionOutput;0;-147.9617,-6.546963;Inherit;False;True;Tangent To World;0;False;1;0;FLOAT3x3;0,0,0,1,1,1,1,0,1;False;1;FLOAT3x3;0\nNode;AmplifyShaderEditor.FunctionOutput;6;-143.2227,68.66327;Inherit;False;False;World To Tangent;1;False;1;0;FLOAT3x3;0,0,0,1,1,1,1,0,1;False;1;FLOAT3x3;0\nWireConnection;1;1;13;0\nWireConnection;1;2;10;0\nWireConnection;1;3;5;0\nWireConnection;0;0;1;5\nWireConnection;6;0;1;6\nASEEND*/\n//CHKSM=AEDC509876FA685886EABAB4978B0630E667D50E" m_functionName: m_description: 'This function derives a per-pixel tangent basis for a specific set 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' m_additionalIncludes: m_additionalIncludes: [] m_outsideIncludes: [] m_additionalPragmas: m_additionalPragmas: [] m_outsidePragmas: [] m_additionalDirectives: m_validData: 0 m_isDirty: 0 m_moduleName: ' Additional Directives' m_independentModule: 1 m_additionalDirectives: [] m_shaderFunctionDirectives: [] m_nativeDirectives: [] m_nativeDirectivesIndex: -1 m_nativeDirectivesFoldout: 0 m_directivesSaveItems: [] m_nodeCategory: 3 m_customNodeCategory: m_previewPosition: 0 m_hidden: 0