using UnityEngine; namespace AllIn13DShader { public class NormalMapCreatorTool { public Texture2D targetNormalImage; public int normalSmoothing; public float normalStrength; public int isComputingNormals; public Texture2D CreateNormalMap(bool invertDirection) { int width = targetNormalImage.width; int height = targetNormalImage.height; Color[] sourcePixels = targetNormalImage.GetPixels(); Color[] resultPixels = new Color[width * height]; Vector3 vScale = new Vector3(0.3333f, 0.3333f, 0.3333f); for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { int index = x + y * width; Vector3 cSampleNegXNegY = GetPixelClamped(sourcePixels, x - 1, y - 1, width, height); Vector3 cSampleZerXNegY = GetPixelClamped(sourcePixels, x, y - 1, width, height); Vector3 cSamplePosXNegY = GetPixelClamped(sourcePixels, x + 1, y - 1, width, height); Vector3 cSampleNegXZerY = GetPixelClamped(sourcePixels, x - 1, y, width, height); Vector3 cSamplePosXZerY = GetPixelClamped(sourcePixels, x + 1, y, width, height); Vector3 cSampleNegXPosY = GetPixelClamped(sourcePixels, x - 1, y + 1, width, height); Vector3 cSampleZerXPosY = GetPixelClamped(sourcePixels, x, y + 1, width, height); Vector3 cSamplePosXPosY = GetPixelClamped(sourcePixels, x + 1, y + 1, width, height); float fSampleNegXNegY = Vector3.Dot(cSampleNegXNegY, vScale); float fSampleZerXNegY = Vector3.Dot(cSampleZerXNegY, vScale); float fSamplePosXNegY = Vector3.Dot(cSamplePosXNegY, vScale); float fSampleNegXZerY = Vector3.Dot(cSampleNegXZerY, vScale); float fSamplePosXZerY = Vector3.Dot(cSamplePosXZerY, vScale); float fSampleNegXPosY = Vector3.Dot(cSampleNegXPosY, vScale); float fSampleZerXPosY = Vector3.Dot(cSampleZerXPosY, vScale); float fSamplePosXPosY = Vector3.Dot(cSamplePosXPosY, vScale); float edgeX = (fSampleNegXNegY - fSamplePosXNegY) * 0.25f + (fSampleNegXZerY - fSamplePosXZerY) * 0.5f + (fSampleNegXPosY - fSamplePosXPosY) * 0.25f; float edgeY = (fSampleNegXNegY - fSampleNegXPosY) * 0.25f + (fSampleZerXNegY - fSampleZerXPosY) * 0.5f + (fSamplePosXNegY - fSamplePosXPosY) * 0.25f; if(invertDirection) edgeY = -edgeY; Vector2 vEdge = new Vector2(edgeX, edgeY) * normalStrength; Vector3 norm = new Vector3(vEdge.x, vEdge.y, 1.0f).normalized; resultPixels[index] = new Color(norm.x * 0.5f + 0.5f, norm.y * 0.5f + 0.5f, norm.z * 0.5f + 0.5f, 1); } } if (normalSmoothing > 0) { resultPixels = SmoothNormals(resultPixels, width, height, normalSmoothing); } Texture2D texNormal = new Texture2D(width, height, TextureFormat.RGB24, false, false); texNormal.SetPixels(resultPixels); texNormal.Apply(); return texNormal; } private Vector3 GetPixelClamped(Color[] pixels, int x, int y, int width, int height) { x = Mathf.Clamp(x, 0, width - 1); y = Mathf.Clamp(y, 0, height - 1); Color c = pixels[x + y * width]; return new Vector3(c.r, c.g, c.b); } private Color[] SmoothNormals(Color[] pixels, int width, int height, int normalSmooth) { Color[] smoothedPixels = new Color[pixels.Length]; float step = 0.00390625f * normalSmooth; for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { float pixelsToAverage = 0.0f; Color c = pixels[x + y * width]; pixelsToAverage++; for (int offsetY = -normalSmooth; offsetY <= normalSmooth; offsetY++) { for (int offsetX = -normalSmooth; offsetX <= normalSmooth; offsetX++) { if (offsetX == 0 && offsetY == 0) continue; int sampleX = Mathf.Clamp(x + offsetX, 0, width - 1); int sampleY = Mathf.Clamp(y + offsetY, 0, height - 1); c += pixels[sampleX + sampleY * width]; pixelsToAverage++; } } smoothedPixels[x + y * width] = c / pixelsToAverage; } } return smoothedPixels; } } }