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6 changes: 6 additions & 0 deletions src/nodes/accessors/MaterialNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -235,6 +235,12 @@ class MaterialNode extends Node {
node = normalMap( this.getTexture( 'normal' ), this.getCache( 'normalScale', 'vec2' ) );
node.normalMapType = material.normalMapType;

if ( material.normalMap.projectZ ) {
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We should not rely on monkey-patched code here.

How about you introduce the property in the CompressedTexture class? Or is it also relevant for Texture?

Alternatively, move the property into the userData field of normalMap for now.

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@Mugen87 Mugen87 Aug 25, 2025

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When thinking about this: Why not checking for specific RG texture formats here and only then set the node property to true? In this way we need no additional texture property and it would not be necessary to update loaders.

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This is most useful in CompressedTexture, but in my particular application I'm using this with ExternalTexture and it can also be useful with uncompressed textures, to reduce their size by storing only the RG components.

I agree this should be done in some other way. A potential problem with this PR is that the attribute won't be cloned with the texture and that may cause issues. Adding it to the userData field as you propose would solve that problem.

I'm not sure enabling the Z reconstruction is the right thing to do for all RG texture formats. RG textures can be used for other purposes in addition to normal maps (heat distortion maps, 2d vector fields, chrominance values, etc). It may not cause any harm to just compute the Z component this way, but this won't extend to ASTC normal maps if we ever want to support that.

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@castano castano Aug 25, 2025

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I went with the userData approach. Let me know if that looks good to you.

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@Mugen87 Mugen87 Aug 25, 2025

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I'm not sure enabling the Z reconstruction is the right thing to do for all RG texture formats.

My idea was to only do this for specific map types. So for a normal map, a format like bc5-rg-snorm (or SIGNED_RED_GREEN_RGTC2_Format) must hold packed RG data, otherwise it would be unusable for a normal map. This is something that could be implemented in the node classes so loaders don't have to worry about this detail.

But it's true a separate property allows more flexibility than deriving from texture formats.

It would be interesting to hear the opinion of others about this PR. Would you be okay if we label this PR as a "Draft PR" for now? I have the feeling we need to discuss the API a bit more in the team/community before making a decision.

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The explicit unpack mode allows supporting ASTC LA normal maps or DXT5nm and in these cases it's not possible to infer the packing mode from the format alone.

@donmccurdy I'll ping you directly since you have done so much work in context of texture compression.

Similar to Texture.colorSpace, what do you think about introducing a new property Texture.packing that describes the packing strategy of a texture. The default would be NoPacking (as a pendant to NoColorSpace).

Packing strategies usually apply on certain texture types so probably most of the new constants for Texture.packing would be quite specific (like RGNormalPacking or GANormalPacking). But that is a similar situation like with Texture.colorSpace where certain constants only apply to color textures.

So...what do you think about this approach? Do you have maybe alternatives in mind?

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@donmccurdy donmccurdy Aug 28, 2025

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I wouldn't be opposed to adding a Texture#packing property, I think @bhouston had proposed something similar once? A few other thoughts:

  1. If we see texture.format = THREE.RGFormat (or similar) assigned to a normal map slot, possibly that is enough in this case?

  2. In the newer TSL/NodeMaterial APIs with WebGPURenderer, is a property on THREE.Texture sure to be accessible? Or could the Texture instance have been wrapped in other nodes, obscuring the underlying Texture? If so, we could handle this by a new node to handle the unpacking, or a material property similar to material.normalMapType, instead.

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OK, I've been looking at the possibility of enabling the RGNormalPacking mode automatically based on the texture format. It could be something along these lines:

if ( material.normalMap.format == THREE.RGFormat || material.normalMap.format == RED_GREEN_RGTC2_Format ) {
	node.unpackNormal = NormalRGPacking;
}

Let me know if it's worth adding this. The default behavior could still be overridden with the user data attribute: normalMap.userData.unpackNormal.

Note, this only handles RG textures and BC5. I think there's no identifier for EAC_RG11 in three.js. If support for it is added in the future, this could be handled here as well.

We could also add support for signed RG textures and eliminate the 2*x-1 unpacking in the normal map node, but barely anybody uses the signed formats, so I think it's not worth it.

I'm ambivalent about adding a Texture#packing property. I can experiment with that if you think that's the way to go.

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I suspect checking .format would make sense for WebGLRenderer but not for TSL in WebGPURenderer. Since the focus of this PR is WebGPURenderer, we can skip that for now, but I wouldn't be opposed to adding this support in WebGLRenderer later.

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This should work with either renderer. The main caveats are that it requires the format attribute to be set (which may not be the case if it's an external texture), and it does not support EAC_RG, since that format is not natively supported in three.js.

Happy to include it for now if you think it makes sense to pave the way in that direction.


node.projectZ = true;

}

} else if ( material.bumpMap ) {

node = bumpMap( this.getTexture( 'bump' ).r, this.getFloat( 'bumpScale' ) );
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19 changes: 17 additions & 2 deletions src/nodes/display/NormalMapNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,8 @@ import TempNode from '../core/TempNode.js';

import { normalView, transformNormalToView } from '../accessors/Normal.js';
import { TBNViewMatrix } from '../accessors/AccessorsUtils.js';
import { nodeProxy, vec3 } from '../tsl/TSLBase.js';
import { nodeProxy, vec3, float } from '../tsl/TSLBase.js';
import { dot, sqrt, saturate } from '../math/MathNode.js';

import { TangentSpaceNormalMap, ObjectSpaceNormalMap } from '../../constants.js';
import { directionToFaceDirection } from './FrontFacingNode.js';
Expand Down Expand Up @@ -57,14 +58,28 @@ class NormalMapNode extends TempNode {
*/
this.normalMapType = TangentSpaceNormalMap;

/**
* Controls whether the Z component of the normal map is reconstructed projecting it to the hemisphere.
*
* @type {bool}
* @default false
*/
this.projectZ = false;

}

setup( { material } ) {

const { normalMapType, scaleNode } = this;
const { normalMapType, scaleNode, projectZ } = this;

let normalMap = this.node.mul( 2.0 ).sub( 1.0 );

if ( projectZ ) {

normalMap = vec3( normalMap.xy, sqrt( saturate( float( 1.0 ).sub( dot( normalMap.xy, normalMap.xy ) ) ) ) );

}

if ( scaleNode !== null ) {

let scale = scaleNode;
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