mathe/Library/PackageCache/com.unity.shadergraph@14.0.8/Documentation~/Normal-Blend-Node.md
2024-09-20 20:30:10 +02:00

44 lines
1.1 KiB
Markdown

# Normal Blend Node
## Description
Blends two normal maps defined by inputs **A** and **B** together, normalizing the result to create a valid normal map.
## Ports
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| A | Input | Vector 3 | None | First input value |
| B | Input | Vector 3 | None | Second input value |
| Out | Output | Vector 3 | None | Output value |
## Controls
| Name | Type | Options | Description |
|:------------ |:-------------|:-----|:---|
| Mode | Dropdown | Default, Reoriented | Selects the the method used for blending. |
## Generated Code Example
The following example code represents one possible outcome of this node per **Mode**.
**Default**
```
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = normalize(float3(A.rg + B.rg, A.b * B.b));
}
```
**Reoriented**
```
void Unity_NormalBlend_Reoriented_float(float3 A, float3 B, out float3 Out)
{
float3 t = A.xyz + float3(0.0, 0.0, 1.0);
float3 u = B.xyz * float3(-1.0, -1.0, 1.0);
Out = (t / t.z) * dot(t, u) - u;
}
```