I’m trying to dip my toes in Triplanar mapping. Through various processes I am generating a heightmap through a compute shader, for terrain.
Many tutorials, such as Ben Golus’, assume that there is a normal map to begin with. I only have 0…1 values from the noise generation pprocess. Do I simply need to use ddx and ddy to build the normal in a shader? That means I would get a vector and would need to reimplement a triplanar shader since the shader graph node accepts a texture instead.
Is that it or is there more to it?