Normal mapping of advanced lighting in opengl

normal map opengl official documents The core modification is the normal value in the clip shader uniform sampler2D normalMap; void main() { // Get normals from normal map range [0,1] normal = texture(normalMap, fs_in.TexCoords).rgb; // Convert normal vector to range [- 1,1] normal = normalize(normal * 2.0 - 1. ...

Posted by focus310 on Sat, 06 Nov 2021 19:20:13 +0100

Implementation of Unity3D TriPlanar three plane mapping Shader

TriPlanar is a texture mapping technology without uv. There seems to be no standard translation in China. It is temporarily called TriPlanar mapping. So why doesn't the model have uv.. This is very simple. Some may be that the simple modeler forgot to do it, such as you go online and offline. However, the most important use of TriPlanar is rela ...

Posted by Paulus Magnus on Tue, 05 Oct 2021 04:58:15 +0200

Java uses the for loop: print the rules of right triangle / inverted right triangle / regular triangle / inverted regular triangle / rectangle / parallelogram / diamond

The newcomer said that after summing up the rules, it's a little fun~ Usage: nested for loop 1. The outer loop controls the number of execution rounds, and the inner loop controls the number of execution rounds 2. The outer loop controls the number of rows of the graph, and the inner loop controls the number of columns of this row right ...

Posted by jamesm6162 on Tue, 21 Sep 2021 10:28:25 +0200

Reflection in Unity

CubeMap Sampling Unity provides the Unity_GlossyEnvironment function to sample cubemap s. This function is implemented as follows: half3 Unity_GlossyEnvironment (UNITY_ARGS_TEXCUBE(tex), half4 hdr, Unity_GlossyEnvironmentData glossIn) { half perceptualRoughness = glossIn.roughness /* perceptualRoughness */ ; // TODO: CAUTION: remap f ...

Posted by keyont on Mon, 13 Sep 2021 00:21:25 +0200