Unity use cross(v.Normal,v.tangent)*v.tanget.w
to find biNormal
I guess v.tanget.w=-1 in general situation
and v.tangetw=1 in mirror situation
then I try some test
in 3dsmax (general situation)
in Unity w of tangent is -1
Normal Direction : red ball to green ball
Tangent Direction : red ball to blue ball
in 3dsmax (mirror situation)
in Unity w of tangent is 1
PS:
set Absolute Mode to see the UV
coordinate
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