不用预计算切向空间的Normal mapping

时间:2022-12-16 14:27:31

先贴出shader 吧 等有时间了 来阐述原理

// vertex shader
//varying vec3 ViewPosition;
//varying vec3 Normal; varying vec3 Vertex_UV;
varying vec3 Vertex_Normal;
varying vec3 Vertex_LightDir;
varying vec3 Vertex_EyeVec; void main(void)
{ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
Vertex_UV = gl_MultiTexCoord0.xyz ;
Vertex_Normal = gl_NormalMatrix*gl_Normal;
vec4 view_vertex = gl_ModelViewMatrix*gl_Vertex;
Vertex_LightDir = (gl_LightSource[].position - view_vertex).xyz;
Vertex_EyeVec = (-view_vertex).xyz ;
/*
vec4 MVM = (gl_ModelViewMatrix*gl_Vertex);
ViewPosition = MVM.xyz / MVM.w;
Normal = normalize(gl_NormalMatrix*gl_Normal);
*/ }
//uniform sampler2D tex0; // color map
uniform sampler2D normalMap; // normal map //uniform int LightNum; varying vec3 Vertex_UV;
varying vec3 Vertex_Normal;
varying vec3 Vertex_LightDir;
varying vec3 Vertex_EyeVec; //out vec4 Out_Color; mat3 cotangent_frame(vec3 N, vec3 p, vec2 uv)
{
// get edge vectors of the pixel triangle
vec3 dp1 = dFdx( p );
vec3 dp2 = dFdy( p );
vec2 duv1 = dFdx( uv );
vec2 duv2 = dFdy( uv ); // solve the linear system
vec3 dp2perp = cross( dp2, N );
vec3 dp1perp = cross( N, dp1 );
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y; // construct a scale-invariant frame
float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) );
return mat3( T * invmax, B * invmax, N );
} vec3 perturb_normal( vec3 N, vec3 V, vec2 texcoord )
{
// assume N, the interpolated vertex normal and
// V, the view vector (vertex to eye)
vec3 map = texture(normalMap, texcoord ).xyz;
map = map * ./. - ./.;
mat3 TBN = cotangent_frame(N, -V, texcoord);
return normalize(TBN * map);
} void main(void){ vec2 uv = Vertex_UV.xy; vec3 N = normalize(Vertex_Normal);
vec3 L = normalize(Vertex_LightDir);
vec3 V = normalize(Vertex_EyeVec);
vec3 PN = perturb_normal(N, V, uv); //float lambertTerm = dot(PN, L);
vec4 intensity=vec4(0.0,0.0,0.0,0.0); // 最终的颜色 vec3 vDir,lDir,hDir;
float NdotL,NdotHV; hDir = normalize(V + L) ;
NdotL = max(dot(PN, L), 0.0);
NdotHV = max(dot(PN, hDir), 0.0); intensity+= gl_LightSource[].ambient * 0.5 ;
intensity+= gl_LightSource[].diffuse * NdotL * 0.3 ; if(NdotL!=)
intensity += gl_LightSource[].specular * NdotL * pow(NdotHV,); gl_FragColor = intensity; }

最近做subsurface scattering ,发现normal mapping 根本加不上,因为SSS实质相当于对表面做了个平滑,细节再加也会被平滑掉。

后来想着把扰动后的normal 直接加在最终的SSS效果上,不过这样有个问题就是本来的法向图必须增强,因为在最终的效果上叠加法向图效果比较弱