Manually unpacked normal mapping to fix issue with refraction being offset rather than distorted.
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1 changed files with 4 additions and 1 deletions
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@ -1032,7 +1032,10 @@ void BaseMaterial3D::_update_shader() {
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if (features[FEATURE_REFRACTION]) {
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if (features[FEATURE_NORMAL_MAPPING]) {
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code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMAL_MAP.x + BINORMAL * NORMAL_MAP.y + NORMAL * NORMAL_MAP.z,NORMAL_MAP_DEPTH) );\n";
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code += "\tvec3 unpacked_normal = NORMAL_MAP;\n";
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code += "\tunpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";
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code += "\tunpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
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code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n";
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} else {
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code += "\tvec3 ref_normal = NORMAL;\n";
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}
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