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Shader Graph / Voronoi noise as normal map

Discussion in 'Shaders' started by Takamba, Nov 29, 2018.

  1. Takamba

    Takamba

    Joined:
    Jan 11, 2018
    Posts:
    25
    Hi all

    I would like to use the voronoi noise generator as a normal map in my shader graph.

    How can I do that?

    Any help is much appreciated.

    Phil
     
  2. Remy_Unity

    Remy_Unity

    Unity Technologies

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    Oct 3, 2017
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    704
    Something like this ?
    upload_2018-11-29_14-2-32.png
     
    susiehwangart and Mauri like this.
  3. Takamba

    Takamba

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    Jan 11, 2018
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    Hi Remy

    Yes, that is exactly what I need, but where can I find this "Normal From Height" node?

    I can't find it anywhere.

    Phil
     

    Attached Files:

  4. Remy_Unity

    Remy_Unity

    Unity Technologies

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    Sorry, I didn't pay attention to the version I was using when I made the capture, so if you can't find the node, try to update your LWRP/HDRP/Shadergraph package.
    And I don't event remember in which category it was, I simply typed "normal" in the searchbar after rightclick or space key in the graph background.
     
  5. Takamba

    Takamba

    Joined:
    Jan 11, 2018
    Posts:
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    Hi Remy

    I updated my Unity installation to 2018.2.18f1 personal edition.

    Lightweight render pipeline updated to 3.0.0 as well.

    But still, there is no "Normal To Height" Node available.

    What am I doing wrong?

    Regards,
    Phil
     

    Attached Files:

  6. Remy_Unity

    Remy_Unity

    Unity Technologies

    Joined:
    Oct 3, 2017
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    Sorry, so I guess that the "Normal to Height" node appeared in a higher version of the package (for unity 2018.3.x or 2019.x).
    But you can reproduce how it works by doing this :
    upload_2018-12-3_12-16-37.png
     
    RafaelKuhn likes this.
  7. Takamba

    Takamba

    Joined:
    Jan 11, 2018
    Posts:
    25
    Hi Remy

    Thanks for this work around.

    Cheers,
    Phil
     
  8. bgolus

    bgolus

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    Dec 7, 2012
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    12,352
    That will only work properly if the mesh UVs are perfectly aligned with the screen.

    There's a lot more to that "Normal from Height" node. You need to transform screen space normal (what the above graph produces) into tangent space for it to be really useful.
    https://github.com/Unity-Technologi...aph/Documentation~/Normal-From-Height-Node.md
     
  9. id0

    id0

    Joined:
    Nov 23, 2012
    Posts:
    455
    I'm trying to create normal from voronoi, just like on first picture, but I'm failed. Normals looks different when rotate object, or camera...they are flowing, change their light sides incorrect. Then I'm trying second method, but it looks same to me. What happened, and what am I doing wrong?
    normals.jpg
     
  10. Deleted User

    Deleted User

    Guest

    I am getting the same problem, have you solved your issue?