A game about forced loneliness, made by TACStudios
1# Normal From Texture Node
2
3## Description
4
5Converts a height map defined by input **Texture** into a normal map. UV values and sampler state can be defined by inputs **UV** and **Sampler** respectively. If nothing is connected to these ports they will use default values from the inputs. See [Port Bindings](Port-Bindings.md) for more information.
6
7The strength of the created normal map can be defined by inputs **Offset** and **Strength**, where **Offset** defines the maximum distance of a normal detail and **Strength** acts as a multiplier to the result.
8
9If you experience texture sampling errors while using this node in a graph which includes Custom Function Nodes or Sub Graphs, you can resolve them by upgrading to version 10.3 or later.
10
11## Ports
12
13| Name | Direction | Type | Binding | Description |
14|:------------ |:-------------|:-----|:---|:---|
15| Texture | Input | Texture | None | Height map |
16| UV | Input | Vector 2 | UV | Texture coordinates |
17| Sampler | Input | Sampler State | None | Sampler for **Texture** |
18| Offset | Input | Float | None | Amount to offset samples |
19| Strength | Input | Float | None | Strength multiplier |
20| Out | Output | Vector 3 | None | Output value |
21
22## Generated Code Example
23
24The following example code represents one possible outcome of this node.
25
26```
27void Unity_NormalFromTexture_float(Texture texture, SamplerState Sampler, float2 UV, float Offset, float Strength, out float3 Out)
28{
29 Offset = pow(Offset, 3) * 0.1;
30 float2 offsetU = float2(UV.x + Offset, UV.y);
31 float2 offsetV = float2(UV.x, UV.y + Offset);
32 float normalSample = Texture.Sample(Sampler, UV);
33 float uSample = Texture.Sample(Sampler, offsetU);
34 float vSample = Texture.Sample(Sampler, offsetV);
35 float3 va = float3(1, 0, (uSample - normalSample) * Strength);
36 float3 vb = float3(0, 1, (vSample - normalSample) * Strength);
37 Out = normalize(cross(va, vb));
38}
39```