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hi,在描边的vertex shader中,关于normal的空间转换是不是不太正规? normal 先转到view space,normal_ViewSpace = mul((float3x3) UNITY_MATRIX_IT_MV, i.normal),然后再转到clip space, normal = mul((float3x3) UNITY_MATRIX_P, normal_ViewSpace).
我的理解:normal在使用UNTIY_MATRIX_MVP转换之后的结果,有可能和world space中normal的方向不一致
The text was updated successfully, but these errors were encountered:
hi feixiaku. 其实关心的是clip space内的坐标,而非world space。
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是呀,但是UNITY_MATRIX_MVP和(UNITY_MATRIX_IT_MV然后在与UNITY_MATRIX_P相乘)这两个矩阵是有可能不一样的,所以normal与两个不同的矩阵相乘结果也应该不一样的吧
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hi,在描边的vertex shader中,关于normal的空间转换是不是不太正规?
normal 先转到view space,normal_ViewSpace = mul((float3x3) UNITY_MATRIX_IT_MV, i.normal),然后再转到clip space, normal = mul((float3x3) UNITY_MATRIX_P, normal_ViewSpace).
我的理解:normal在使用UNTIY_MATRIX_MVP转换之后的结果,有可能和world space中normal的方向不一致
The text was updated successfully, but these errors were encountered: