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Author:
FredCM
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Defining procedural normals in a blending shader
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Re: Defining procedural normals in a blending shader
Reply by
commander_keen
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Oct 2012
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You could multisample the blending value with a 1 texel offset in 4 directions to derive a normal map.
Re: Defining procedural normals in a blending shader
Reply by
Ashaman73
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Oct 2012
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You can use a sobel filter to calculate the normal, thought you need 9 taps into the edge mask texture. When packing the texture in a clever way (ie group 2x2 texels in RGBA channel), then you would only need 4 taps.
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