The problem is that when I tried converting height map to normal map. The results are wrong. For some reason there is 3 light sources that is emitting from top (green), right (red), and left (blue) in the texture.
This is the GeoMath.hlsl code that I am using
static const float PI = 3.141592653589793238462643383279;
float2 longitudeLatitudeToUV(float2 longLat) {
float longitude = longLat[0];
float latitude = longLat[1];
float u = longitude / (2 * PI) 0.5;
float v = latitude / PI 0.5;
return float2(u,v);
}
float3 longitudeLatitudeToPoint(float2 longLat) {
float longitude = longLat[0];
float latitude = longLat[1];
float x;
float y;
float z;
y = sin(latitude);
float r = cos(latitude);
x = sin(longitude) * r;
z = -cos(longitude) * r;
return float3(x, y, z);
}
float2 uvToLongitudeLatitude(float2 uv) {
float longitude = (uv.x - 0.5) * (2 * PI);
float latitude = (uv.y - 0.5) * PI;
return float2(longitude, latitude);
}
float2 pointToLongitudeLatitude(float3 p) {
float longitude = atan2(p.x, p.z);
float latitude = asin(p.y);
return float2(longitude, latitude);
}
float2 pointToUV(float3 p) {
p = normalize(p);
return longitudeLatitudeToUV(pointToLongitudeLatitude(p));
}
This is the compute shader I am using to convert height map into normal map.
#pragma kernel CSMain
#include "GeoMath.hlsl"
Texture2D<float> _HeightMap;
RWTexture2D<float4> _NormalMap;
int _TextureSize_Width;
int _TextureSize_Height;
float _WorldRadius;
float _HeightMultiplier;
float3 CalculateWorldPoint(uint2 texCoord)
{
float2 uv = texCoord / float2(_TextureSize_Width - 1, _TextureSize_Height - 1);
float2 longLat = uvToLongitudeLatitude(uv);
float3 spherePoint = longitudeLatitudeToPoint(longLat);
float height01 = _HeightMap[texCoord].r 1.0;
float worldHeight = _WorldRadius height01 * _HeightMultiplier;
return spherePoint * worldHeight;
}
uint2 WrapIndex(uint2 texCoord)
{
texCoord.x = (texCoord.x _TextureSize_Width) % _TextureSize_Width;
texCoord.y = max(min(_TextureSize_Height - 1, texCoord.y), 0);
return texCoord;
}
[numthreads(8,8,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
float3 normalVector;
float3 posNorth = CalculateWorldPoint(WrapIndex(id.xy uint2(0, 1)));
float3 posSouth = CalculateWorldPoint(WrapIndex(id.xy uint2(0, -1)));
float3 posEast = CalculateWorldPoint(WrapIndex(id.xy uint2(1, 0)));
float3 posWest = CalculateWorldPoint(WrapIndex(id.xy uint2(-1, 0)));
float3 dirNorth = normalize(posNorth - posSouth);
float3 dirEast = normalize(posEast - posWest);
normalVector = normalize(cross(dirNorth, dirEast));
_NormalMap[id.xy] = float4(normalVector, 1.0);
}
And this is the result I am getting is down below height map (top), generated normal map from the code above (bottom)
CodePudding user response:
I believe that you are trying to get object space normals. But there is tiny detail is missing. Possible values for normalized vector3 are -1..1 for each axis. And possible values for pixel: 0..1.
You just need to adjust ranges.
This line roughly fixes problem:
_NormalMap[id.xy] = float4(normalVector / 2 float3(0.5, 0.5, 0.5), 1.0);