The format you decide for your project setting is setting the export format of your normal map (DirectX: X+, Y-, Z+; OpenGL: X+, Y+, Z+). As for the resources in your library, they don't hold a format per se, as they are dependent on...
opengllualightninggame-enginestate-machineterrainscriptinggame-developmentcpp17tessellationlodwaterquadtreedeferred-renderingsol2normalmapgamestatedeferred-shadingenttsponza-playground UpdatedFeb 4, 2023 C++ nvjob/nvjob-specular-customizable-shaders Star14 ...
You may hear developers refer to "flipping the green channel" in order to get a normal map to display correctly, and this simply indicates that when the normal map was baked, it was authored with the incorrect handedness in the green channel. Right handedness, which coincides with OpenGL ...
问题:法线贴图异常,表现为贴图的一部分法线反转(如下图所示) 原因:OpenGL格式的法线贴图中凸出的部分则实际凸出,而DirectX格式的法线贴图则相反,凸出的地方表现为凹进去。虚幻默认支持的法线贴图为DirectX格式。 解决:1.将OpenGL法线贴图转换为DirectX格式;2.反转OpenGL法线贴图的绿通道(如上图所示)。(两个方案任选其一...
{ Texture = <g_SurfaceMap>; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = WRAP; AddressV = WRAP;};extern uniform Texture2D g_NormalMap;sampler2D g_NormalSampler = sampler_state{ Texture = <g_NormalMap>; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = ...