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关于切线空间到世界空间的转换:Common.ush文件中:

/** Transforms a vector from tangent space to world space */
MaterialFloat3 TransformTangentVectorToWorld(MaterialFloat3x3 TangentToWorld, MaterialFloat3 InTangentVector)
{
	// Transform directly to world space
	// The vector transform is optimized for this case, only one vector-matrix multiply is needed
	return mul(InTangentVector, TangentToWorld);
}

  在ShadingModelsMaterial.ush文件中:

#if MATERIAL_TANGENTSPACENORMAL
                float3 tempnormal = normalize(TransformTangentVectorToWorld( MaterialParameters.TangentToWorld, ClearCoatBottomNormal0(MaterialParameters) ));
……
#endif

 

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