Skip to content

Inconsistent Behavior of Baked Normal for Outline #117

Description

@crna-ruka

Hi, I love this amazing shader.
I've noticed that the results of Baked Normal for Outline seem to vary according to rotations of objects.

To Reproduce

  1. Open the sample scene in Baked Normal directory.
  2. Set Y rotations of each objects to 180. Much of the outlines disappear.

Screenshot
screenshot_

Possible Solution

How about calculating the tangentTransform, at both line 76 of UCTS_Outline.cginc and line 82 of UCTS_Outline_Tess.cginc, in local space?

from
float3x3 tangentTransform = float3x3(o.tangentDir, o.bitangentDir, o.normalDir);

to
float3 bitangent = cross(v.normal, v.tangent.xyz) * v.tangent.w;
float3x3 tangentTransform = float3x3(v.tangent.xyz, bitangent, v.normal);

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions