在RenderMonkey里写了RNM的demo: float fUvScale; sampler2D diffuseMap; sampler2D normalMap; sampler2D lightMap1; sampler2D lightMap2; sampler2D lightMap3; const float3 bumpBasis[3] = { {sqrt(2.0 / 3.0), 0.0, 1.0 / sqrt(3.0)}, {-1.0 / sqrt(6.0), -1.0 /