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tangent space viewDir in a SurfaceShader

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There is probably not much more I can say about that. I'm trying to get the tangent space view direction in a surface shader (in the surf() function) but I can't seem to figure out how, so after searching for a solution for quite some time I'm coming back here to ask you guys. ------ The last thing I got (after a few other iterations that didn't work) is this: struct Input { // [...] float3 worldTangentDir : TEXCOORD0; }; void vert (inout appdata_full v, out Input o) { // [...] TANGENT_SPACE_ROTATION; // create rotation matrix o.worldTangentDir = mul( rotation, ObjSpaceViewDir( v.vertex ) ); } void surf (Input IN, inout SurfaceOutputStandard o) { // [...] o.Albedo = abs(IN.worldTangentDir); } What I expect would be to see different colors on my mesh representing the tangent view direction *(kind of like when you map the normals to the output Albedo so each pixel gets colored accordingly)*. But what I get is just black. Any ideas on this one? --- Thanks in advance!

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