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Shader

노말맵 블렌딩

by 대마왕J 2022. 3. 6.

https://blog.selfshadow.com/publications/blending-in-detail/

 

Blending in Detail

The x, why, z It’s a seemly simple problem: given two normal maps, how do you combine them? In particular, how do you add detail to a base normal map in a consistent way? We’ll be examining several popular methods as well as covering a new approach, Re

blog.selfshadow.com

아주 훌륭한 내용. 
화이트아웃 블렌딩이 유니티에서 쓰이는 방법
float3 r = normalize(float3(n1.xy + n2.xy, n1.z*n2.z));

하지만 UDN에서의 방법이 족금 더 가볍고 효과 차이는 미미하다고. 

float3 r = normalize(float3(n1.xy + n2.xy, n1.z));

 

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