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@@ -1202,7 +1202,7 @@ Diffuse maps specify the surface color in the RGB channels. Optionally they can
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Normal maps encode the tangent-space surface normal for normal mapping. There are two options for storing normals, which require choosing the correct material technique, as the pixel shader is different in each case:
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Normal maps encode the tangent-space surface normal for normal mapping. There are two options for storing normals, which require choosing the correct material technique, as the pixel shader is different in each case:
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- Store as RGB. In this case use the DiffNormal techniques. This is the default used by AssetImporter, to ensure no conversion of normal textures needs to happen.
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- Store as RGB. In this case use the DiffNormal techniques. This is the default used by AssetImporter, to ensure no conversion of normal textures needs to happen.
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-- Store as xGxR, ie. Y-component in the green channel, and X-component in the alpha. In this case use the DiffNormalPacked techniques: Z will be reconstructed in the pixel shader. This encoding lends itself well to DXT5 compression. To convert normal maps to this format, you can use AMD's The Compressonator utility, see https://developer.amd.com/Resources/archive/ArchivedTools/gpu/compressonator/Pages/default.aspx.
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+- Store as xGxR, ie. Y-component in the green channel, and X-component in the alpha. Z will be reconstructed in the pixel shader. This encoding lends itself well to DXT5 compression. You need to use the pixel shader define PACKEDNORMAL in your materials; refer to the Stone example materials. To convert normal maps to this format, you can use AMD's The Compressonator utility, see https://developer.amd.com/Resources/archive/ArchivedTools/gpu/compressonator/Pages/default.aspx.
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Make sure the normal map is oriented correctly: an even surface should have the color value R 0.5 G 0.5 B 1.0.
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Make sure the normal map is oriented correctly: an even surface should have the color value R 0.5 G 0.5 B 1.0.
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