Norma Map:
float3x3 tgtSpace;
tgtSpace[0] = mul(input.Tangent,skinTransform);
tgtSpace[1] = mul(cross(input.Tangent,input.Normal),skinTransform);
tgtSpace[2] = mul(input.Normal,skinTransform);
float3 tgtLightDir1 = mul(lightDir1,tgtSpace); ***
float3 tgtLightDir2 = mul(lightDir2,tgtSpace); ***
-----------------------------------------------------------------------------------
PixelShader
return outColor * (diffuse*2) +Specular Light;
No comments:
Post a Comment