![]() Adding a normal map makes it look as if it has an irregular surface. ![]() Without the normal map, the quad is obviously flat. Create a new scene with a single quad, rotated (90, 0, 0) so it lies flat, and give it the material. Import these textures, then create a material that uses them and My First Lighting Shader. ![]() Test Sceneīelow is an albedo map and normal map that suggest many elevation differences. This limits the illusion of depth that we can add via normal maps. ![]() Thus, this effect does not exhibit parallax. This affects the lighting, but not the actual shape of the surface. We also use normal maps to add the illusion of surface irregularities to smooth triangles. We already account for perspective when rendering, at least when using a camera in perspective mode. Nearby things appear large and move by quickly, while the distant background appears small and moves slower. It is most obvious when looking sideways when traveling at a high speed. This visual phenomenon is known as parallax. Parallax Mappingĭue to perspective, the observed relative position of things that we see changes when we adjust our point of view. This tutorial was made with Unity 2017.1.0f3. In this installment we'll add the final part of the standard shader that we so far didn't support, which is parallax mapping. The previous part covered GPU instancing. This is part 20 of a tutorial series about rendering.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |