ScanMountGoat/SFGraphics

Generate tangent vectors with a W component

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Bitangents can be generated correctly from just normal and tangents if mirroring is stored in the W component. This how Smash Ultimate generates its bitangent vectors.
https://www.gamedev.net/forums/topic/347799-mirrored-uvs-and-tangent-space-solved/
https://forum.unity.com/threads/symmetric-models-with-mirrored-normal-maps-shader-fix.65859/