Step1.
// 清除NormalMap, 128,128,128是为了保证后续的颜色采样不能取到负值
ClearNormalMap( 128, 128, 128 );
Step2.
//离屏渲染, 渲染预干扰对象到NormalMap , 这样颜色就当作uv干扰进入了NormalMap
RenderObjToNormalMap();
Step3.
// 最终渲染 PS
Sampler2D NormalSampler;
Sampler2D MainSceneSample;
float2 uvDisturb = 2 * (Tex2D( NormalSampler ) - 0.5 ) ;
outColor = Tex2D( MainSceneSample, input.UV + uvDisturb );
return outColor;