Archive 19/01/2023.

Normal maps

codder

Hello,

I’m trying to render the scene normals as post effect. Is possible to achieve something like this with post processing?

Or any ideas how to achieve something like that? Thanks.

1vanK

as material

gl_FragColor = vec4(vNormal.x, vNormal.y, vNormal.z, diffColor.a);

U can create custom pass, save normals to texture and use as postpocess

EDIT: with considering a normal map:

gl_FragColor = vec4(normal.x, normal.y, normal.z, diffColor.a);

codder

By creating custom pass do you mean doing it in a technique? Can you make a longer example? thanks. I’m very very new to CG and I’m trying to learn it with Urho3D.
I saw normals are very important to achieve different effects and I simply got stuck :slight_smile:

1vanK

By creating custom pass do you mean doing it in a technique?

in a technique and in renderpath

Can you make a longer example? thanks. I’m very very new to CG and I’m trying to learn it with Urho3D.

renerpath Deffered.xml writes normals to texture
for custom passes u can see also github.com/1vanK/Urho3DOutlineSelectionExample