Normal From Height Node

Description

Creates a normal map from a height value defined by input Input.

Ports

Name Direction Type Description
In Input Vector 1 Input height value
Out Output Vector 3 Output value

Controls

Name Type Options Description
Output Space Dropdown Tangent, World Sets the coordinate space of the output normal.

Generated Code Example

The following example code represents one possible outcome of this node per Output Space mode.

Tangent

void Unity_NormalFromHeight_Tangent(float In, out float3 Out)
{
    float3 worldDirivativeX = ddx(Position * 100);
    float3 worldDirivativeY = ddy(Position * 100);
    float3 crossX = cross(TangentMatrix[2].xyz, worldDirivativeX);
    float3 crossY = cross(TangentMatrix[2].xyz, worldDirivativeY);
    float3 d = abs(dot(crossY, worldDirivativeX));
    float3 inToNormal = ((((In + ddx(In)) - In) * crossY) + (((In + ddy(In)) - In) * crossX)) * sign(d);
    inToNormal.y *= -1.0;
    Out = normalize((d * TangentMatrix[2].xyz) - inToNormal);
    Out = TransformWorldToTangent(Out, TangentMatrix);
}

World

void Unity_NormalFromHeight_World(float In, out float3 Out)
{
    float3 worldDirivativeX = ddx(Position * 100);
    float3 worldDirivativeY = ddy(Position * 100);
    float3 crossX = cross(TangentMatrix[2].xyz, worldDirivativeX);
    float3 crossY = cross(TangentMatrix[2].xyz, worldDirivativeY);
    float3 d = abs(dot(crossY, worldDirivativeX));
    float3 inToNormal = ((((In + ddx(In)) - In) * crossY) + (((In + ddy(In)) - In) * crossX)) * sign(d);
    inToNormal.y *= -1.0;
    Out = normalize((d * TangentMatrix[2].xyz) - inToNormal);
}