Step1.
// 清除NormalMap, 128,128,128是爲了保證後續的顏色採樣不能取到負值
ClearNormalMap( 128, 128, 128 );
Step2.
//離屏渲染, 渲染預干擾對象到NormalMap , 這樣顏色就當作uv干擾進入了NormalMap
RenderObjToNormalMap();
Step3.
// 最終渲染 PS
Sampler2D NormalSampler;
Sampler2D MainSceneSample;
float2 uvDisturb = 2 * (Tex2D( NormalSampler ) - 0.5 ) ;
outColor = Tex2D( MainSceneSample, input.UV + uvDisturb );
return outColor;