arenos-nexus/Arenos Nexus/Library/PackageCache/com.unity.shadergraph@940512a5d7e1/Documentation~/Normal-Blend-Node.md
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2025-09-25 22:01:28 +02:00

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# Normal Blend Node
## Description
Blends two normal maps defined by inputs **A** and **B**, normalizing the result to produce a valid normal map representing the combined surface detail.
## Ports
| Name | Direction | Type | Binding | Description |
|:-----|:----------|:---------|:--------|:------------------------|
| A | Input | Vector 3 | None | First input normal map |
| B | Input | Vector 3 | None | Second input normal map |
| Out | Output | Vector 3 | None | Blended normal map |
## Controls
| Name | Type | Options | Description |
|:-----|:---------|:-----------|:-------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| Mode | Dropdown | Default | Blends the two normal maps by adding their x and y components and multiplying their z components, then normalizes the result to ensure a valid normal direction. |
| Mode | Dropdown | Reoriented | Blends the two normal maps using a mathematically correct method, ensuring the resulting normal map represents a realistic combined surface. |
## Generated Code Example
The following example code demonstrates how the node blends normals in each **Mode**:
**Default**
Adds the x and y components (R and G channels) of the input normals, multiplies the z components (B channel), then normalizes the result.
```
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = normalize(float3(A.rg + B.rg, A.b * B.b));
}
```
**Reoriented**
Blends the input normals using a reoriented method that makes the resulting surface normal look realistic.
```
void Unity_NormalBlend_Reoriented_float(float3 A, float3 B, out float3 Out)
{
float3 t = A.xyz + float3(0.0, 0.0, 1.0);
float3 u = B.xyz * float3(-1.0, -1.0, 1.0);
Out = (t / t.z) * dot(t, u) - u;
}
```