http://wiki.amplify.pt/api.php?action=feedcontributions&user=AmplifyWiki&feedformat=atomAmplify Creations Wiki - User contributions [en]2024-03-19T09:56:24ZUser contributionsMediaWiki 1.40.1http://wiki.amplify.pt/index.php?title=Main_Page&diff=838Main Page2023-12-02T15:53:26Z<p>AmplifyWiki: </p>
<hr />
<div>{| style="width: 100%;" cellspacing="5" cellpadding="0"<br />
| colspan="3" | <div style="width: 60%; margin: auto; background: #FFFFF; border: 1px solid #131313"><div style="background: #C8C4BD; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center;">Welcome to the Amplify Creations Product Wiki<br />This wiki is open to user contributions, feedback is very welcome. Visit our website for additional product information [https://assetstore.unity.com/publishers/707?aid=1011lPwI&pubref=Wiki_Front_1 Amplify Creations]. <br /></div></div><br />
<br />
----<br />
<br />
|-<br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ Unity Products| Unity ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
[[:Category:Editor_Extensions| Editor Extensions]]<br />
* [[Unity_Products:Amplify_Shader_Editor| Amplify Shader Editor]]<br />
* [[Unity_Products:Amplify_Impostors| Amplify Impostors]]<br />
* [[Unity_Products:Amplify_Texture| Amplify Texture]]<br />
* [[Unity_Products:Amplify_Painter| Amplify Painter]]<br />
<br />
[[:Category:Image_Effects| Image Effects]]<br />
* [[Unity_Products:Amplify_Color| Amplify Color]]<br />
* [[Unity_Products:Amplify_Bloom| Amplify Bloom]]<br />
* [[Unity_Products:Amplify_Motion| Amplify Motion]]<br />
* [[Unity_Products:Amplify_Occlusion| Amplify Occlusion]]<br />
* [[Unity_Products:FXAA| FXAA]]<br />
<br />
[[:Category:Unity_Content| Unity Content]]<br />
* [[Unity_Products:Amplify_Shader_Pack| Amplify Shader Pack]]<br />
* [[Unity_Products:Amplify_Animation_Pack| Amplify Animation Pack]]<br />
* [[Unity_Products:Amplify_LUT_Pack| Amplify LUT Pack]]<br />
* [[Unity_Products:Fake_Interiors| Fake Interiors]]<br />
<br />
</div><br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ Unreal Products| Unreal Engine 4 ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
<br />
[[:Category:Unreal_Content| Unreal Content]]<br />
* [[Unreal_Products:Amplify_LUT_Pack| Amplify LUT Pack]]<br />
* [[Unreal_Products:Amplify_Animation_Pack| Amplify Animation Pack]]<br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ 3ds Max Products| 3ds Max ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
[[:Category:3ds_Max_Products| 3ds Max Products]]<br />
* [[3ds_Max_Products:Multi-Tile_UV_Bake_Tool| Multi-Tile UV Bake Tool]]<br />
</div><br />
|}<br />
<br/><br />
<br />
<br />
== Latest Streams ==<br />
<br />
<br />
{| style="width: 100%; horizontal-align: left;" <br />
|{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/v1Nt6_ac08E<br />
|alignment=center<br />
}}<br />
<br />
|{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/4hUHvUYcvUs<br />
|alignment=center<br />
}}<br />
<br />
<br />
|}<br />
<br />
----<br />
<br />
In accordance with EU GDPR, and similar regulations, we take your privacy very seriously. Our Wiki uses a double opt-in system, none of your data is shared with external parties, and you'll have to manually confirm your registration after creating your account. You may opt-out, alter, or transfer your data at any time. If you have any questions or requests, please contact us directly at info@amplify.pt.<br />
<br />
Before signing up, please [http://amplify.pt/company/Privacy/ click here to read our full Privacy Policy].</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Main_Page&diff=837Main Page2023-12-02T15:53:02Z<p>AmplifyWiki: </p>
<hr />
<div>{| style="width: 100%;" cellspacing="5" cellpadding="0"<br />
| colspan="3" | <div style="width: 60%; margin: auto; background: #FFFFF; border: 1px solid #131313"><div style="background: #C8C4BD; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center;">Welcome to the Amplify Creations Product Wiki<br />This wiki is open to user contributions, feedback is very welcome. Visit our website for additional product information [https://assetstore.unity.com/publishers/707?aid=1011lPwI&pubref=Wiki_Front_1 Amplify Creations]. <br /></div></div><br />
<br />
----<br />
<br />
|-<br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ Unity Products| Unity ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
[[:Category:Editor_Extensions| Editor Extensions]]<br />
* [[Unity_Products:Amplify_Shader_Editor| Amplify Shader Editor]]<br />
* [[Unity_Products:Amplify_Impostors| Amplify Impostors]]<br />
* [[Unity_Products:Amplify_Texture| Amplify Texture]]<br />
* [[Unity_Products:Amplify_Painter| Amplify Painter]]<br />
<br />
[[:Category:Image_Effects| Image Effects]]<br />
* [[Unity_Products:Amplify_Color| Amplify Color]]<br />
* [[Unity_Products:Amplify_Bloom| Amplify Bloom]]<br />
* [[Unity_Products:Amplify_Motion| Amplify Motion]]<br />
* [[Unity_Products:Amplify_Occlusion| Amplify Occlusion]]<br />
* [[Unity_Products:FXAA| FXAA]]<br />
<br />
[[:Category:Unity_Content| Unity Content]]<br />
* [[Unity_Products:Amplify_Animation_Pack| Amplify Animation Pack]]<br />
* [[Unity_Products:Amplify_Shader_Pack| Amplify Shader Pack]]<br />
* [[Unity_Products:Amplify_LUT_Pack| Amplify LUT Pack]]<br />
* [[Unity_Products:Fake_Interiors| Fake Interiors]]<br />
<br />
</div><br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ Unreal Products| Unreal Engine 4 ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
<br />
[[:Category:Unreal_Content| Unreal Content]]<br />
* [[Unreal_Products:Amplify_LUT_Pack| Amplify LUT Pack]]<br />
* [[Unreal_Products:Amplify_Animation_Pack| Amplify Animation Pack]]<br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ 3ds Max Products| 3ds Max ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
[[:Category:3ds_Max_Products| 3ds Max Products]]<br />
* [[3ds_Max_Products:Multi-Tile_UV_Bake_Tool| Multi-Tile UV Bake Tool]]<br />
</div><br />
|}<br />
<br/><br />
<br />
<br />
== Latest Streams ==<br />
<br />
<br />
{| style="width: 100%; horizontal-align: left;" <br />
|{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/v1Nt6_ac08E<br />
|alignment=center<br />
}}<br />
<br />
|{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/4hUHvUYcvUs<br />
|alignment=center<br />
}}<br />
<br />
<br />
|}<br />
<br />
----<br />
<br />
In accordance with EU GDPR, and similar regulations, we take your privacy very seriously. Our Wiki uses a double opt-in system, none of your data is shared with external parties, and you'll have to manually confirm your registration after creating your account. You may opt-out, alter, or transfer your data at any time. If you have any questions or requests, please contact us directly at info@amplify.pt.<br />
<br />
Before signing up, please [http://amplify.pt/company/Privacy/ click here to read our full Privacy Policy].</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=MediaWiki:Common.css&diff=836MediaWiki:Common.css2023-12-02T15:52:25Z<p>AmplifyWiki: Created page with "img.responsive-img { max-width:100% !important; height:auto; display:inline-block; } span.responsive-list-span { max-width:270px; display:inline-block; margin-bottom:5px; } div.nodecard { display:inline-block; max-width:370px; } div.nodecard > table { width: 100%; margin: 0px; } div.nodecard > table > tbody > tr { height: 100%; } div.nodecard > table > tbody > tr > td { height: 100%; padding: 4px; } div.nodecard..."</p>
<hr />
<div>img.responsive-img {<br />
max-width:100% !important;<br />
height:auto;<br />
display:inline-block;<br />
}<br />
<br />
span.responsive-list-span {<br />
max-width:270px;<br />
display:inline-block; <br />
margin-bottom:5px;<br />
}<br />
<br />
div.nodecard {<br />
display:inline-block;<br />
max-width:370px;<br />
}<br />
<br />
div.nodecard > table {<br />
width: 100%;<br />
margin: 0px;<br />
}<br />
<br />
div.nodecard > table > tbody > tr {<br />
height: 100%;<br />
}<br />
<br />
div.nodecard > table > tbody > tr > td {<br />
height: 100%;<br />
padding: 4px;<br />
}<br />
<br />
div.nodecard > table > tbody > tr > td > div:first-child {<br />
height: 250px;<br />
width: 360px;<br />
}<br />
<br />
div.nodecard p.cardtext {<br />
margin: 0px;<br />
overflow: hidden;<br />
height: 94.4px;<br />
}<br />
<br />
div.nodecard small.cardauthor {<br />
font-size: 10px;<br />
}<br />
<br />
.js-popup {<br />
display: none;<br />
position: fixed;<br />
top: 0;<br />
bottom: 0;<br />
left: 0;<br />
right: 0;<br />
background-color: rgba(125,125,125,0.5);<br />
cursor: pointer;<br />
}<br />
<br />
img.img-popup {<br />
cursor: pointer;<br />
width: 250px;<br />
}<br />
<br />
.js-popup .wrap img {<br />
position: absolute;<br />
top: 0;<br />
bottom: 0;<br />
left: 0;<br />
right: 0;<br />
margin: auto;<br />
}<br />
<br />
<br />
div.sample {<br />
display:inline-block;<br />
max-width:500px;<br />
<br />
div.sample > table {<br />
width: 100%;<br />
margin: 0px;<br />
}<br />
<br />
div.sample > table > tbody > tr {<br />
height: 100%;<br />
}<br />
<br />
div.sample > table > tbody > tr > td {<br />
height: 100%;<br />
padding: 4px;<br />
}<br />
<br />
div.sample > table > tbody > tr > td > div:first-child {<br />
height: 60px;<br />
width: 500px;<br />
}<br />
<br />
div.sample p.cardtext {<br />
margin: 0px;<br />
overflow: hidden;<br />
height: 40.4px;<br />
}<br />
<br />
div.sample small.cardauthor {<br />
font-size: 10px;<br />
}</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/User_Nodes&diff=835Unity Products:Amplify Shader Editor/User Nodes2023-12-02T01:09:01Z<p>AmplifyWiki: </p>
<hr />
<div><span style="font-size: 120%;">[http://amplify.pt/unity/amplify-shader-editor Product Page] - [http://amplify.pt/unity/amplify-shader-editor/samples/ Included Shaders] - [[Unity_Products:Amplify_Shader_Editor/Manual| Manual]] - [[Unity_Products:Amplify_Shader_Editor/Manual#Shader_Functions| Shader Functions]] - [[Unity_Products:Amplify_Shader_Editor/Tutorials| Tutorials]] - [[Unity_Products:Amplify_Shader_Editor/API| API]] - [[Unity_Products:Amplify_Shader_Editor/Templates| Shader Templates]] - [[Unity_Products:Amplify_Shader_Editor/Nodes| Nodes]] - [[Unity_Products:Amplify_Shader_Editor/Community_Nodes| Community Nodes]]</span><br />
<br />
== Available Node Categories ==<br />
[[#Node Category Here | Node Category Here]]<br><br />
<br />
== Node Category Here ==<br />
<br />
'''Node Name Here'''<br />
{| style="width:100%;"<br />
|- style="vertical-align:top;"<br />
| style="text-align:left;" | Node description.<br />
| style="text-align:right;" | Direct Image Link Here<br />
|}<br />
[[#Top|Back to Top]]<br />
<br />
[[Category:Nodes]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Main_Page&diff=834Main Page2023-12-02T00:10:53Z<p>AmplifyWiki: </p>
<hr />
<div>{| style="width: 100%;" cellspacing="5" cellpadding="0"<br />
| colspan="3" | <div style="width: 60%; margin: auto; background: #FFFFF; border: 1px solid #131313"><div style="background: #C8C4BD; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center;">Welcome to the Amplify Creations Product Wiki<br />This wiki is open to user contributions, feedback is very welcome. Visit our website for additional product information [https://assetstore.unity.com/publishers/707?aid=1011lPwI&pubref=Wiki_Front_1 Amplify Creations]. <br /></div></div><br />
<br />
----<br />
<br />
|-<br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ Unity Products| Unity ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
[[:Category:Editor_Extensions| Editor Extensions]]<br />
* [[Unity_Products:Amplify_Painter| Amplify Painter]]<br />
* [[Unity_Products:Amplify_Shader_Editor| Amplify Shader Editor]]<br />
* [[Unity_Products:Amplify_Impostors| Amplify Impostors]]<br />
* [[Unity_Products:Amplify_Texture| Amplify Texture]]<br />
<br />
[[:Category:Image_Effects| Image Effects]]<br />
* [[Unity_Products:Amplify_Color| Amplify Color]]<br />
* [[Unity_Products:Amplify_Bloom| Amplify Bloom]]<br />
* [[Unity_Products:Amplify_Motion| Amplify Motion]]<br />
* [[Unity_Products:Amplify_Occlusion| Amplify Occlusion]]<br />
* [[Unity_Products:FXAA| FXAA]]<br />
<br />
[[:Category:Unity_Content| Unity Content]]<br />
* [[Unity_Products:Amplify_Animation_Pack| Amplify Animation Pack]]<br />
* [[Unity_Products:Amplify_Shader_Pack| Amplify Shader Pack]]<br />
* [[Unity_Products:Amplify_LUT_Pack| Amplify LUT Pack]]<br />
* [[Unity_Products:Fake_Interiors| Fake Interiors]]<br />
<br />
</div><br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ Unreal Products| Unreal Engine 4 ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
<br />
[[:Category:Unreal_Content| Unreal Content]]<br />
* [[Unreal_Products:Amplify_LUT_Pack| Amplify LUT Pack]]<br />
* [[Unreal_Products:Amplify_Animation_Pack| Amplify Animation Pack]]<br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ 3ds Max Products| 3ds Max ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
[[:Category:3ds_Max_Products| 3ds Max Products]]<br />
* [[3ds_Max_Products:Multi-Tile_UV_Bake_Tool| Multi-Tile UV Bake Tool]]<br />
</div><br />
|}<br />
<br/><br />
<br />
<br />
== Latest Streams ==<br />
<br />
<br />
{| style="width: 100%; horizontal-align: left;" <br />
|{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/v1Nt6_ac08E<br />
|alignment=center<br />
}}<br />
<br />
|{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/4hUHvUYcvUs<br />
|alignment=center<br />
}}<br />
<br />
<br />
|}<br />
<br />
----<br />
<br />
In accordance with EU GDPR, and similar regulations, we take your privacy very seriously. Our Wiki uses a double opt-in system, none of your data is shared with external parties, and you'll have to manually confirm your registration after creating your account. You may opt-out, alter, or transfer your data at any time. If you have any questions or requests, please contact us directly at info@amplify.pt.<br />
<br />
Before signing up, please [http://amplify.pt/company/Privacy/ click here to read our full Privacy Policy].</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Main_Page&diff=833Main Page2023-12-02T00:10:48Z<p>AmplifyWiki: </p>
<hr />
<div>{| style="width: 100%;" cellspacing="5" cellpadding="0"<br />
| colspan="3" | <div style="width: 60%; margin: auto; background: #FFFFF; border: 1px solid #131313"><div style="background: #C8C4BD; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center;">Welcome to the Amplify Creations Product Wiki<br />This wiki is open to user ..contributions, feedback is very welcome. Visit our website for additional product information [https://assetstore.unity.com/publishers/707?aid=1011lPwI&pubref=Wiki_Front_1 Amplify Creations]. <br /></div></div><br />
<br />
----<br />
<br />
|-<br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ Unity Products| Unity ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
[[:Category:Editor_Extensions| Editor Extensions]]<br />
* [[Unity_Products:Amplify_Painter| Amplify Painter]]<br />
* [[Unity_Products:Amplify_Shader_Editor| Amplify Shader Editor]]<br />
* [[Unity_Products:Amplify_Impostors| Amplify Impostors]]<br />
* [[Unity_Products:Amplify_Texture| Amplify Texture]]<br />
<br />
[[:Category:Image_Effects| Image Effects]]<br />
* [[Unity_Products:Amplify_Color| Amplify Color]]<br />
* [[Unity_Products:Amplify_Bloom| Amplify Bloom]]<br />
* [[Unity_Products:Amplify_Motion| Amplify Motion]]<br />
* [[Unity_Products:Amplify_Occlusion| Amplify Occlusion]]<br />
* [[Unity_Products:FXAA| FXAA]]<br />
<br />
[[:Category:Unity_Content| Unity Content]]<br />
* [[Unity_Products:Amplify_Animation_Pack| Amplify Animation Pack]]<br />
* [[Unity_Products:Amplify_Shader_Pack| Amplify Shader Pack]]<br />
* [[Unity_Products:Amplify_LUT_Pack| Amplify LUT Pack]]<br />
* [[Unity_Products:Fake_Interiors| Fake Interiors]]<br />
<br />
</div><br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ Unreal Products| Unreal Engine 4 ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
<br />
[[:Category:Unreal_Content| Unreal Content]]<br />
* [[Unreal_Products:Amplify_LUT_Pack| Amplify LUT Pack]]<br />
* [[Unreal_Products:Amplify_Animation_Pack| Amplify Animation Pack]]<br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ 3ds Max Products| 3ds Max ]]</div><br />
<div style="padding-left: 1em;"><br />
<br />
<div style="padding-left: 1em;"><br />
<br />
[[:Category:3ds_Max_Products| 3ds Max Products]]<br />
* [[3ds_Max_Products:Multi-Tile_UV_Bake_Tool| Multi-Tile UV Bake Tool]]<br />
</div><br />
|}<br />
<br/><br />
<br />
<br />
== Latest Streams ==<br />
<br />
<br />
{| style="width: 100%; horizontal-align: left;" <br />
|{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/v1Nt6_ac08E<br />
|alignment=center<br />
}}<br />
<br />
|{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/4hUHvUYcvUs<br />
|alignment=center<br />
}}<br />
<br />
<br />
|}<br />
<br />
----<br />
<br />
In accordance with EU GDPR, and similar regulations, we take your privacy very seriously. Our Wiki uses a double opt-in system, none of your data is shared with external parties, and you'll have to manually confirm your registration after creating your account. You may opt-out, alter, or transfer your data at any time. If you have any questions or requests, please contact us directly at info@amplify.pt.<br />
<br />
Before signing up, please [http://amplify.pt/company/Privacy/ click here to read our full Privacy Policy].</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Category:3ds_Max_Products&diff=832Category:3ds Max Products2023-12-02T00:10:39Z<p>AmplifyWiki: Created page with "3ds Max Products category."</p>
<hr />
<div>3ds Max Products category.</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Category:Unreal_Content&diff=831Category:Unreal Content2023-12-02T00:10:27Z<p>AmplifyWiki: Created page with "Unreal Content category."</p>
<hr />
<div>Unreal Content category.</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Category:Unity_Content&diff=830Category:Unity Content2023-12-02T00:10:18Z<p>AmplifyWiki: Created page with "Unity Content category."</p>
<hr />
<div>Unity Content category.</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Category:Image_Effects&diff=829Category:Image Effects2023-12-02T00:10:10Z<p>AmplifyWiki: Created page with "Unity Image Effects category."</p>
<hr />
<div>Unity Image Effects category.</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Category:Editor_Extensions&diff=828Category:Editor Extensions2023-12-02T00:10:00Z<p>AmplifyWiki: Created page with "Unity Editor Extensions category."</p>
<hr />
<div>Unity Editor Extensions category.</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=MediaWiki:Sidebar&diff=827MediaWiki:Sidebar2023-12-02T00:08:36Z<p>AmplifyWiki: Created page with " * navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** https://www.amplify.pt|Back to AMPLIFY.PT * UNITY PRODUCTS ** http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor|Amplify Shader Editor ** http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Impostors|Amplify Impostors ** http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Texture|Amplify Texture ** http://wiki.amplify.pt/index.php?title=Unity..."</p>
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* UNITY PRODUCTS<br />
** http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor|Amplify Shader Editor<br />
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** http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Bloom|Amplify Bloom<br />
** http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Motion|Amplify Motion<br />
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* UNITY CONTENT<br />
** http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Animation_Pack|Amplify Animation Pack<br />
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* UNREAL PRODUCTS<br />
** http://wiki.amplify.pt/index.php?title=Unreal_Products:Amplify_LUT_Pack|Amplify LUT Pack<br />
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* 3DS MAX PRODUCTS<br />
** http://wiki.amplify.pt/index.php?title=3ds_Max_Products:Multi-Tile_UV_Bake_Tool|Multi-Tile UV Bake Tool</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Main_Page&diff=826Main Page2023-12-02T00:08:18Z<p>AmplifyWiki: </p>
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<div>{| style="width: 100%;" cellspacing="5" cellpadding="0"<br />
| colspan="3" | <div style="width: 60%; margin: auto; background: #FFFFF; border: 1px solid #131313"><div style="background: #C8C4BD; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center;">Welcome to the Amplify Creations Product Wiki<br />This wiki is open to user contributions, feedback is very welcome. Visit our website for additional product information [https://assetstore.unity.com/publishers/707?aid=1011lPwI&pubref=Wiki_Front_1 Amplify Creations]. <br /></div></div><br />
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<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ Unity Products| Unity ]]</div><br />
<div style="padding-left: 1em;"><br />
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[[:Category:Editor_Extensions| Editor Extensions]]<br />
* [[Unity_Products:Amplify_Painter| Amplify Painter]]<br />
* [[Unity_Products:Amplify_Shader_Editor| Amplify Shader Editor]]<br />
* [[Unity_Products:Amplify_Impostors| Amplify Impostors]]<br />
* [[Unity_Products:Amplify_Texture| Amplify Texture]]<br />
<br />
[[:Category:Image_Effects| Image Effects]]<br />
* [[Unity_Products:Amplify_Color| Amplify Color]]<br />
* [[Unity_Products:Amplify_Bloom| Amplify Bloom]]<br />
* [[Unity_Products:Amplify_Motion| Amplify Motion]]<br />
* [[Unity_Products:Amplify_Occlusion| Amplify Occlusion]]<br />
* [[Unity_Products:FXAA| FXAA]]<br />
<br />
[[:Category:Unity_Content| Unity Content]]<br />
* [[Unity_Products:Amplify_Animation_Pack| Amplify Animation Pack]]<br />
* [[Unity_Products:Amplify_Shader_Pack| Amplify Shader Pack]]<br />
* [[Unity_Products:Amplify_LUT_Pack| Amplify LUT Pack]]<br />
* [[Unity_Products:Fake_Interiors| Fake Interiors]]<br />
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| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ Unreal Products| Unreal Engine 4 ]]</div><br />
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<div style="padding-left: 1em;"><br />
<br />
<br />
[[:Category:Unreal_Content| Unreal Content]]<br />
* [[Unreal_Products:Amplify_LUT_Pack| Amplify LUT Pack]]<br />
* [[Unreal_Products:Amplify_Animation_Pack| Amplify Animation Pack]]<br />
<br />
| style="width: 33%; background: #FFFFFF; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #dbdbdb; border: 1px solid #131313; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">[[ 3ds Max Products| 3ds Max ]]</div><br />
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[[:Category:3ds_Max_Products| 3ds Max Products]]<br />
* [[3ds_Max_Products:Multi-Tile_UV_Bake_Tool| Multi-Tile UV Bake Tool]]<br />
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<br/><br />
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<br />
== Latest Streams ==<br />
<br />
<br />
{| style="width: 100%; horizontal-align: left;" <br />
|{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/v1Nt6_ac08E<br />
|alignment=center<br />
}}<br />
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In accordance with EU GDPR, and similar regulations, we take your privacy very seriously. Our Wiki uses a double opt-in system, none of your data is shared with external parties, and you'll have to manually confirm your registration after creating your account. You may opt-out, alter, or transfer your data at any time. If you have any questions or requests, please contact us directly at info@amplify.pt.<br />
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Before signing up, please [http://amplify.pt/company/Privacy/ click here to read our full Privacy Policy].</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unreal_Products:Amplify_LUT_Pack_Unreal/Manual&diff=825Unreal Products:Amplify LUT Pack Unreal/Manual2023-12-02T00:06:25Z<p>AmplifyWiki: 1 revision imported</p>
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<div>== Using LUT Textures in UE4 ==<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2016/02/Store_AmplifyLUTPack_screenshot_1.jpg<br />
<br />
== Technical Details ==<br />
<br />
*Number of Textures: 207 LUT (ColorLookupTable Texture Group) Textures<br />
*Texture Resolution (complete list): 256×16 Pixels<br />
*Engine Compatibility: All versions<br />
*Intended Platform: Any</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unreal_Products:Amplify_LUT_Pack&diff=823Unreal Products:Amplify LUT Pack2023-12-02T00:06:25Z<p>AmplifyWiki: 1 revision imported</p>
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<div>{|style="width:100%;"<br />
|<br />
* [http://amplify.pt/unreal/amplify-lut-pack/ Product Page]<br />
* [[Unreal_Products:Amplify_LUT_Pack_Unreal/Manual| Manual]]<br />
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|style="text-align:right;" | http://wiki.amplify.pt/images/wp-content/uploads/2015/11/icon_precise_LUTPack_v1_128x128.png<br />
|}<br />
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[[Category:Unreal Content]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unreal_Products:Amplify_Animation_Pack/Tutorials/Using_Custom_Characters&diff=821Unreal Products:Amplify Animation Pack/Tutorials/Using Custom Characters2023-12-02T00:06:25Z<p>AmplifyWiki: 1 revision imported</p>
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<div>{{#evt:<br />
service=youtube<br />
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}}<br />
<br />
Learn how to use Custom Characters with the Amplify Animation Pack Character Controller.<br />
<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unreal_Products:Amplify_Animation_Pack/Tutorials&diff=819Unreal Products:Amplify Animation Pack/Tutorials2023-12-02T00:06:25Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div><span style="font-size: 120%;">[https://www.unrealengine.com/marketplace/en-US/product/amplify-animation-pack Product Page] - [[Unreal_Products:Amplify_Animation_Pack/Manual| Manual]] - [[Unreal_Products:Amplify_Animation_Pack/Tutorials| Tutorials]] - [[Unreal_Products:Amplify_Animation_Pack/AnimCat| Animation Catalogue]]</span><br />
<br />
<br />
== Official == <br />
<br />
* [[Unreal_Products:Amplify_Animation_Pack/Tutorials/Using Custom Characters| Using Custom Characters]]<br />
<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unreal_Products:Amplify_Animation_Pack/Manual&diff=817Unreal Products:Amplify Animation Pack/Manual2023-12-02T00:06:25Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div><span style="font-size: 120%;">[https://www.unrealengine.com/marketplace/en-US/product/amplify-animation-pack Product Page] - [[Unreal_Products:Amplify_Animation_Pack/Manual| Manual]] - [[Unreal_Products:Amplify_Animation_Pack/Tutorials| Tutorials]] - [[Unreal_Products:Amplify_Animation_Pack/AnimCat| Animation Catalogue]]</span><br />
<br />
{| style="width: 920px; horizontal-align: left;" <br />
|<br />
==What's in the Package==<br />
<br />
Amplify Animation Pack includes a varied collection of over 600 animation sequences for third-person projects, a starter Character Controller, and Blender source files. Entirely built with Blueprints, you can start using with just a few simple steps. <br />
<br />
<br />
===Demo Character and Rig===<br />
{| cellpadding="10"<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/ap3.png<br />
|<br />
'''Character Mesh'''<br />
:Triangles - 19,180<br />
:Vertices - 57,480<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/ap2.png<br />
|<br />
'''Rig'''<br />
:: Bones - 55<br />
|}<br />
<br />
===Animation Catalogue===<br />
<br />
Video Reference: [https://youtu.be/C4JSrXQx8tg Amplify Animation Pack Overview #1]<br />
<br />
Collection details available in its dedicated page: [[Unreal_Products:Amplify_Animation_Pack/AnimCat| Animation List]]<br />
<br />
===Blender Source===<br />
<br />
This pack includes the [[Unreal_Products:Amplify_Animation_Pack/Manual#Overview| Blender Source]] project used to create all animations; you may adjust and re-export them as necessary.<br />
<br />
In addition to the project and editable animation content, it also includes a few scripts and the appropriate required rigs for Unreal use.<br />
<br />
===Demo Scene===<br />
<br />
A simple level with the core Actors already set up, it's the perfect playground to test the available animations.<br />
<br />
'''(this level will not be visible in the the Content Browser if the the Unreal Water plugin is disabled)'''<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/Level.jpg<br />
<br />
==How to use==<br />
<br />
===Quick Start Instructions===<br />
<br />
Before you add the Amplify Animation Package to your Unreal Project, consider if you're going to use the included Character Controller or just the provided Animations with your own characters. Using the starter Character Controller requires additional configuration steps in order to ensure that everything works as expected. You can skip this step if you just want to use the animations without our Character Controller, scroll down to the [[Unreal_Products:Amplify_Animation_Pack/Manual#Using_the_Animations_on_your_own_Characters_(retargeting) | Retargeting Instructions]] for instructions on how to do so.<br />
<br />
'''Project Configuration with Character Controller''' <br />
<br />
1. On the Unreal Vault, Add the Amplify Animation Pack to your project.<br />
<br />
2. Go to your project Content Folder, Amplify Animation Pack, and locate the file AmplifyConfig.Zip file, here you'll find the Input.ini and Collision.ini file.<br />
<br />
3. Import the Input.ini file to your Project Settings’ “Engine - Input” window, this will change your Input settings to the ones required for the “Character_BP”. <br />
<br />
: This will add the following '''Action Mappings''':<br />
::* Jump<br />
::* Interact<br />
::* LightAttack<br />
::* HeavyAttack<br />
::* Dodge<br />
::* LockOn<br />
::* WeaponReload<br />
::* WeaponAim<br />
::* WeaponShoot<br />
: This will add the following '''Axis Mappings''':<br />
::* MoveForward<br />
::* MoveRight<br />
::* Turn<br />
::* LookUp<br />
::* Sprint<br />
::* Crouch<br />
::* JumpHold<br />
::* CanAccelerate<br />
::* WeaponEquip<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bp_5.jpg<br />
<br><br />
<br />
4. Import the Collision.ini file to your Project Settings’ “Engine - Collision” window.<br />
: This will set your '''Object Channels''' to the ones required for the collisions/overlaps/traces in the “Character_BP”. These are the following:<br />
:: * Detector_Player - used for interactable actors to detect the player.<br />
:: * Col_Hitbox - used for the combat, to represent hitboxes.<br />
:: * Col_Hurtbox - used for the combat, to represent hurtboxes.<br />
:: * Hang_WallPoint - used for the WallPointActor interactable actor.<br />
<br />
5. Restart the editor for the config changes to take effect.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bp_6.jpg<br />
<br><br />
<br />
<br />
6. In either the Project Settings or the World Settings, setup your GameMode to our "GameMode_Custom" class.<br />
<br />
7. Drag and drop the “Character_BP” Blueprint class onto your level; alternatively, open the included DemoScene level to start playing immediately.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bp_7.jpg<br />
<br><br />
<br />
8. When using a new scene, select the Character and scroll down to '''Pawn''', you'll need to set the Auto Possess Player option to Player 0 or any other you may require. Instead of scrolling down, you can use the Search Box to quickly find parameter.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bp_9.jpg<br />
<br><br />
<br />
9. Drag and drop any [[Unreal_Products:Amplify_Animation_Pack/Manual#Contextual_Actions|Contextual Actions]] you want using the rules specified in the contextual actions section. This refers specifically to the action you execute such as climbing or opening a door. Below is an example of the default climb actor.<br />
<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bp_8.jpg<br />
<br><br />
<br />
'''NOTE''': If you're only using the animations with your own content, the Blueprints and additional content pertaining to the Character Controller is not required.<br />
<br />
===Input Mappings===<br />
<br />
The following table provides a list of all the actions and inputs available in the Character Controller.<br />
<br />
{| class="mw-collapsible wikitable" style="width: 40%;"<br />
! Debug || Keyboard || Description<br />
|- <br />
|Debug Mode || X || Debug gizmos an other relevant info.<br />
|-<br />
|Slow Motion || Tab || Enables debug slow motion mode.<br />
|-<br />
|Playground || P || Teleports the player to the end section "Playground" area.<br />
|-<br />
|Walk Only || Left Alt || Makes it so that the character can only walk when this key is pressed.<br />
|-<br />
|Strafe Only || C || Makes it so that the character can only strafe when this key is pressed.<br />
|-<br />
|Invert Mouse Y || I || Inverts the camera Y rotation at runtime.<br />
|}<br />
<br />
{| class="mw-collapsible wikitable" style="width: 40%;"<br />
! Action || Keyboard and Mouse || Gamepad<br />
|- <br />
|Movement || W/A/S/D or Up/Down/Left/Right, Arrows || Left Analog stick<br />
|- <br />
|Camera Rotation || Mouse Rotation || Right Analog stick<br />
|- <br />
|Sprint || Left Shift || Left Analog button (L3)<br />
|- <br />
|Crouch || Left Ctrl || Gamepad Face Button Right<br />
|- <br />
|Jump || Spacebar || Gamepad Face Button Bottom<br />
|- <br />
|Interact || E || Gamepad Face Button Left<br />
|- <br />
|Roll/Dodge || Middle Mouse Button || Gamepad Left Shoulder<br />
|- <br />
|Light Attack || Left Mouse Button || Gamepad Right Shoulder<br />
|- <br />
|Heavy Attack || Right Mouse Button || Gamepad Right Trigger<br />
|- <br />
|Lock-On || Q || Gamepad Left Trigger<br />
|}<br />
<br />
===Using the Animations on your own Characters (retargeting)===<br />
<br />
To use the included animations on your own characters you'll have to retarget the animations from the Amplify character.<br />
<br />
Before you proceed, be sure to check the official Unreal Engine retargeting documentation if you're unfamiliar with the process.<br />
:: [https://docs.unrealengine.com/en-US/Engine/Animation/AnimationRetargeting/index.html Animation Retargeting UE Documentation]<br />
:: [https://youtu.be/xy9aLbZLdeA Retargeting UE Video Tutorial]<br />
<br />
1. Import the SK_Mannequin and double click the SK_Mannequin_Skeleton.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_1.png<br />
<br><br />
<br />
2. You should see this window, click on the right apply to asset.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_3.png<br />
<br><br />
<br />
3. Go to: <br />
:Select Rig - '''Select Humanoid Rig'''<br />
:Check if the names match; Root - root, pelvis - pelvis, etc.<br />
:For fingers and other advanced setups you need to click '''Show Advanced'''<br />
<br />
{| cellpadding="10"<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_5.jpg<br />
|<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_4.jpg<br />
|<br />
|}<br />
<br />
4. It's a good practice to ensure that rigs have matching poses. In our case we're using a T pose instead of an A pose; in this example we turn the bones visible and adjust our character bones to place him in T pose. With the character in T pose, go to '''Modify Pose - Use CurrentPose'''<br />
<br />
{| cellpadding="10"<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_6.png<br />
|<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_7.png<br />
|<br />
|}<br />
<br />
5. Another good practice, specially if the target skeleton has different proportions from the original, is to change both skeletons' Bones Translation Retargetting Mode. This can be accessed in the Options dropdown from the Skeleton Tree tab, and should be like the following picture, with the root, pelvis and any IK bones being "Animation", while the rest are "Skeleton".<br />
<br />
https://amplify.pt/MiscWikiImages/AmplifyAnimationPack/bones1.png<br />
<br />
6. This character is ready so let's do the same for the other character we're going to use for the retargeting process. '''(don't forget to hit save)'''<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_8.jpg<br />
<br />
7. Repeat the same process with the new character. Locate the animations you intend to use under AmplifyAnimationPack/Animations/Animation_Sequences. Right click on the animation(s) and you will see the following menu:<br />
<br />
{| cellpadding="10"<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_10.png<br />
|<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_9.jpg<br />
|<br />
|}<br />
<br />
{| cellpadding="10"<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_12.png<br />
|<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_7.png<br />
|<br />
|}<br />
<br />
2. Select the animations you want to exchange between rigs.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/apu_13.png<br />
<br><br />
<br />
3. Hit '''Retarget''' to conclude the process. A new animation asset will be created with the retarget animation. Retargeting is a great way to share animations between rigs, keep in mind that both rigs should have a similar pose for a successful retarget.<br />
<br />
4. When using the animations with a custom mesh, there may be some rare instances where bones appear twisted. In that case, please refer to UE4's official documentation:<br />
:: [https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/NodeReference/SkeletalControls/TransformBone/index.html Transform Bone]<br />
:: [https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/NodeReference/SkeletalControls/TwistCorrective/index.html Twist Corrective]<br />
<br />
==Character Controller==<br />
<br />
The Character Controller is a plug-and-play implementation of a character to be use on third-person projects. This implementation includes nearly all the animation provided in the pack and features a wide range of locomotion mechanics, actions and interactions. <br />
<br />
In this section you'll find a thorough explanation on how the Character Controller works and all of its technical details. This will include:<br />
* The Character’s Actions.<br />
* Character Controller blueprint architecture.<br />
* Rules and specifications for setting up contextual actions.<br />
<br />
<br />
===Replacing the Default Character Model===<br />
<br />
As of version 1.07, we've simplified the steps required to replace the default Amplify Mannequin. Using a Custom Character model involves a few steps, please keep in mind that some additional tweaking may be required depending on your assets. (capsule collider, physical properties, etc.)<br />
<br />
Learn more in our dedicated video tutorial or follow the steps below: [https://youtu.be/8vvZr6e94LQ Using Custom Characters]<br />
<br />
'''Replacing the Amplify Mannequin witht he included Unreal Manequin.'''<br />
<br />
1. Open the Amplify Character Blueprint BP_Character located under AmplifyAnimationPack/Blueprints/Character.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_1.jpg<br />
<br><br />
<br />
2. Select the mesh, replace the Skeletal Mesh(we're using the included UE4 Mannequin here) with your own.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_2.jpg<br />
<br><br />
<br />
3. Replace any required materials.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_3.jpg<br />
<br><br />
<br />
4. Set the respective Animation Blueprint; which in this case, we've already retargeted it for you. <br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_4.jpg<br />
<br><br />
<br />
5. Save and Play, that's all you need to do in this case.<br />
<br />
'''Replacing the Amplify Mannequin witht your own Custom Character'''<br />
<br />
1. You'll first have to retarget your character. Use the included UE4M_Character_AnimBP Blueprint; right-click and choose "Retarget Anim Blueprints > Duplicate Anim Blueprints and Retarget". You can Filter by Animation Blueprint, this will make it easier to find the required file.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_5.jpg<br />
<br><br />
<br />
2. Your Target is probably hidden, untoggle "Show Only Compatible Skeletons".<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_6.jpg<br />
<br><br />
<br />
3. Before setting the destination folder to store your retargeted Asset, we recommend setting a unique Preffix or Suffix to easily identify it.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_7.jpg<br />
<br><br />
<br />
4. Select your character Skeleton and click Retarget. <br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_8.jpg<br />
<br><br />
<br />
5. Open the Amplify Character Blueprint BP_Character located under AmplifyAnimationPack/Blueprints/Character.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_1.jpg<br />
<br><br />
<br />
6. Select the mesh, replace the Skeletal Mesh with your own.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_9.jpg<br />
<br><br />
<br />
7. Replace/add materials as required by your custom character.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_10.jpg<br />
<br><br />
<br />
8. Set the respective Animation Blueprint.<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_11.jpg<br />
<br><br />
<br><br />
<br />
'''Note:''' Our controller uses specific Sockets for weapons, boats, etc, which you may need to add your models; depending on how you use our character controller, we recommend checking our included UE4_Mannequin_Skeleton.<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/R_12.jpg<br />
<br><br />
<br />
===Custom GameMode and PlayerController Classes===<br />
<br />
The Amplify Animation Pack project uses two main custom classes that ensure its proper functionality: a custom GameMode and a custom PlayerController class. Both these classes are implemented in the Project Settings menu.<br />
The custom GameMode, called GameMode_Custom, is different from the base GameMode class in two ways. Firstly, it removes any unnecessary base classes for instantiation, like the HUD and Default Pawn classes. And secondly, it changes the PlayerController class to our custom PlayerController class, the BP_InputPollable_PlayerController.<br />
<br />
The BP_InputPollable_PlayerController is the project’s custom PlayerController class and it is required for getting the input to the possessable classes. These include the BP_Character, BP_CarVehicle and BP_BoatActor. This is, therefore, the class that will bridge the inputs gathered by the InputAction and InputAxis events and the specific possessed actor at the time.<br />
<br />
===The AnimComunicator===<br />
<br />
For the '''BP_Character''' to communicate with the '''AnimBP''', a layer of communication is used called the '''BPI_AnimComunicator'''. This is an interface implemented in both '''AnimBPs''' provided in the package. This interface is what allows the '''BP_Character''' to communicate with the '''AnimBP''' and all its variables. This is done by a set of functions that can be of three types:<br />
* '''Getters''': functions that allow the '''BP_Character''' to get the current value of a specific variable;<br />
* '''Setters''': functions that allow the '''BP_Character''' to set a new value for a specific variable;<br />
* '''AnimBPFunctions''': functions that depend on the '''AnimBP''' class to be fully implemented.<br />
<br />
''http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/AnimCom.jpg<br />
<br><br />
The functions panel in the BPI_AnimComunicator class.''<br />
<br><br />
<br />
In the '''BP_Character class''' this interface is referenced by the '''charAnimCommunicator class''' and its value is set in the '''Setup function'''. This method of communication is recommended if you want to add further functionality to the controller.<br />
<br />
===Character Controller Actions===<br />
<br />
'''Movement''' <br />
:In its default “GroundedState”, the character can move in all the major directions relative to the camera. In regards to rotation, the character will rotate according to the camera direction and the movement axis desired by the player. When locked-on, the character adopts a movement relative to its target; the Character is only able to strafe during this phase.<br />
:The character movement can be restricted to a single axis in states such as Cover; partially relative to the camera when Crawling or, as an example, not possible at all when in the air or in the AttackState.<br />
:Note that all of these movement types are governed by '''Root Motion'''. This means that the speed at which the character moves is dictated by the speed of the current movement animation and its '''Rate Scale'''(double click the corresponding '''Animation''' and go to the '''Rate Scale''' variable on the '''Asset Details''' panel).<br />
<br />
'''Camera Rotation'''<br />
:The rotation of the camera follows its assigned Axis input. This can be inverted with the “isYInverted” variable of the “Character_BP” which, as we all know, is the superior way to play.<br />
<br />
'''Sprint'''<br />
:The sprint mode is activated by holding the corresponding button while moving forward. This only works in situations where the character can actually move forward. As with basic movement, this is governed by Root Motion, meaning that the speed will change along with the '''Rate Scale''' value of the corresponding animation. <br />
:It should also be noted that the Sprint button is used in other states to trigger specific actions. One example of this is the Sideways Roll, executed by pressing the Sprint button while Crawling.<br />
<br />
'''Crouch'''<br />
:The character can also go into a crouching pose when grounded. The capsule component height is reduced during this state but the same rules from the general movement still apply.<br />
:Like the Sprint, when in other states this action button can also produce different actions relative to the state active state of the character. Consider the barHang state, Crouching while hanging will make the character turn 180°. <br />
<br />
'''Jump'''<br />
:As the name implies, the Jump action allows the character to jump. This can be done only from the “GroundedState” and will take into account the character’s velocity to calculate the jump trajectory. When activated in the crouching pose, this action will make the character enter the “CrawlingState” instead of jumping.<br />
:As the Sprint and Crouch actions, the Jump action will vary with the character’s current state. For example, when in the “CrawlingState” the Jump action will make the character go back to the default standing “GroundedState”.<br />
<br />
'''Interact'''<br />
:The Interact action is a multi-purpose contextual action that triggers specific behaviors/states/actions depending on what object the character is interacting with. This is triggered by pressing the corresponding button near an interactable actor. The actor that the character interacts with is defined using a mix of colliders and linetraces/spheretraces and is represented by the '''objectToInteract''' variable in the “Character_BP” class. <br />
:As with the Sprint, Crouch and Jump actions, the Interact action will also trigger separate actions depending on the state that the character is in. One example of this would be exiting the BarHangState by letting go of the bar when pressing the Interact button.<br />
<br />
'''Roll/Dodge'''<br />
:The Roll/Dodge action can only be executed when the character is on the default “GroundedState”. When executed, this action will take into account the character’s current movement direction to perform the action.<br />
:The difference between the Roll and Dodge comes to if the character is locked-on to a target when performing the action. The character will perform a Dodge when locked-on and a Roll when not locked-on to anything.<br />
<br />
'''Light/Heavy Attack'''<br />
:The character can perform two types of Attacks, light and heavy. Each of these attack types has a dedicated button and can be performed when the character is in its default “GroundedState”. These attacks are performed in the direction that the character is facing. If the character has picked up a PickupActor beforehand, the Attack button will instead throw this same object.<br />
:One aspect that should be referenced when it comes to Attacks, is that you can execute combos. As such, and with two Light Attacks implemented, the character can execute a basic combo of Light Attack - Light Attack - Heavy Attack. The timing required for each attack can be found on the '''Animation Notifies''' of the animations themselves.<br />
:Although the basic attacks only work on the “GroundedState”, there are state specific attacks that the character performs when the button is pressed on other states. These attacks include the hang attacks when in the “HangState”, the plunge attack when in the “FallingState”, or throwing an object when in the “CoverState”.<br />
<br />
'''Lock-On'''<br />
:Lock-On is an action that allows the character to always align itself to a specific target. This means that, once the lock-On is activated, the character's rotation will always be relative to its target. <br />
:As stated in the Movement action section, when this is activated the character will move by strafing around this target.<br />
:There are two extra aspects that should be noted regarding the Lock-On. The first one is that this action can only be activated from the “GroundedState”. The second is that, while in Lock-On, certain actions are not possible. This includes crouching, the free camera rotation and the contextual Interact action.<br />
<br />
===Character Controller Blueprint Architecture===<br />
<br />
The Character Controller is implemented fully using the Unreal Blueprints system. The BP class that defines the character is called '''Character_BP''', a child class of UE’s Pawn class, and it encompasses the following aspects:<br />
* Class '''components'''.<br />
* Class '''customizable values and parameters'''.<br />
* How the '''class logic''' is implemented.<br />
<br />
====Character_BP Components====<br />
{| cellpadding="10"<br />
|<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bp_1.jpg<br />
|<br />
*'''CapsuleComponent''': The character’s root component and the one that determines the world position of the character. It also handles all the basic character collisions such as bumping into walls or standing on the floor.<br />
*'''ArrowComponent''': A basic component of the Pawn class, visible only in the class’s viewport.<br />
*'''Mesh''': The Skeletal Mesh Component. It’s in this component '''Anim Class''' variable, found in the '''Animation''' section of the component '''Details''' panel, that the custom Animation Blueprint “Character_Anim_BP” can be found. This is what derives the animations workflow that govern the character. <br />
<br />
::The Mesh component contains the following child components<br />
::* '''BarHang_CheckPos''':An “empty” child Actor component used to check when the character goes into its BarHang state.<br />
::* '''Cover_CheckPos''':An “empty” child Actor component used to check when the character goes into its Cover state.<br />
::* '''Hang_CheckPos''':An “empty” child Actor component used to check when the character goes into its Hang state.<br />
::* '''Bump_CheckPos''':An “empty” child Actor component used to check when the character goes into its Bump state.<br />
::* '''ArrowIndicator''':An arrow that replicates the behavior of the '''ArrowComponent''', but now visible in-game too.<br />
<br />
* '''CameraArm''': The default SpringArm component that connects to the camera and enables its movement, lag and collision detection. <br />
** '''Camera''': The camera that effectively renders the game.<br />
* '''Hitbox''': A BoxCollision that’s used on the Combat system. Only generates Overlap Events and only affects objects/components of type Col_Hurtbox.<br />
* '''LockOnDetector''': The Sphere Collision component used to detect when a certain object can be locked-on or not.<br />
* '''CharacterMovement''': The Pawn component that enables UE’s character movement.<br />
|}<br />
<br />
====Character_BP Customizable Variables====<br />
<br />
{| cellpadding="10"<br />
|<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bp_2.jpg<br />
|<br />
{| class="mw-collapsible wikitable"<br />
! Variable || Description<br />
|- <br />
|isYInverted || Is the Camera Rotation inverted on its Y axis?<br />
|- <br />
|IdleRotationRate || Rotation speed of the character when stationary<br />
|- <br />
|JogRotationRate || Rotation speed of the character when running<br />
|- <br />
|SprintRotationRate || Rotation speed of the character when sprinting<br />
|- <br />
|CrouchRotationRate || Rotation speed of the character when crouching<br />
|- <br />
|CrawlRotationRate || Rotation speed of the character when crawling<br />
|- <br />
|JumpVelocity || Jump upwards velocity<br />
|- <br />
|JumpVelocitySecond || Jump upwards velocity when doing a second jump (jump on ObstacleActor)<br />
|- <br />
|ClimbingTimeThreshold || Time it gets for the character to stop climbing<br />
|- <br />
|GroundedAttackHitboxPosition || Position of the hitbox when attacking on the ground<br />
|- <br />
|HangAttackHitboxPositionUp || Position of the hitbox when attacking up while hanging<br />
|- <br />
|HangAttackHitboxPositionUpRight || Position of the hitbox when attacking up-right while hanging<br />
|- <br />
|HangAttackHitboxPositionUpLeft || Position of the hitbox when attacking up-left while hanging<br />
|- <br />
|HangAttackHitboxPositionRight || Position of the hitbox when attacking right while hanging<br />
|- <br />
|HangAttackHitboxPositionLeft || Position of the hitbox when attacking left while hanging<br />
|- <br />
|HangAttackHitboxPositionDown || Position of the hitbox when attacking down while hanging<br />
|- <br />
|HangAttackHitboxPositionDownRight || Position of the hitbox when attacking down-right while hanging<br />
|- <br />
|HangAttackHitboxPositionDownLeft || Position of the hitbox when attacking down-left while hanging<br />
|- <br />
|ThrowForwardForce || Forward force with which to throw objects<br />
|- <br />
|ThrowUpForce || Upward force with which to throw objects<br />
|- <br />
|ThrowUpForceCover || Upward force with which to throw objects while in cover<br />
|- <br />
|CameraDistanceDefault || Default distance between the camera and the character<br />
|- <br />
|CameraDistanceSprint || Distance between the camera and the character when sprinting<br />
|- <br />
|CameraDistanceCrouch || Distance between the camera and the character when crouching<br />
|- <br />
|CameraDistanceCrawl || Distance between the camera and the character when crawling<br />
|- <br />
|CameraLagSpeedDefault || Default value for camera lag (delayed motion for additional smoothness)<br />
|- <br />
|CameraLagSpeedHeightFactor || Value for camera lag when falling<br />
|- <br />
|CameraLagSpeedHang || Value for camera lag when hanging<br />
|- <br />
|CameraPitchValueMin || Minimum pitch value that the camera can be rotated to<br />
|- <br />
|CameraPitchValueMax || Maximum pitch value that the camera can be rotated to<br />
|- <br />
|CameraHeightDefault || Default height for the camera relative to the character<br />
|- <br />
|CameraHeightCrawl || Height for the camera, relative to the character, when crawling<br />
|- <br />
|CameraHeightCrouch || Height for the camera, relative to the character, when crouching<br />
|}<br />
|}<br />
<br />
====Character_BP Behavior====<br />
<br />
When it comes to the Character’s logic, the implementation starts on the “Character_BP” class itself. <br />
::You'll find the four main graphs here:<br />
::* '''EventGraph''': Main Character logic, including “BeginPlay”, “Tick”, and input processing events.<br />
::* '''AdjustEvents''': All the adjustment events such as the character position and rotation adjustments. <br />
::* '''CollisionEvents''': All the collision events are defined here.<br />
::* '''DebugInputs''': Auxiliary graph containing useful debugging inputs. You can disable the Debug UI using the "Show Helper UI" toggle.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/DebugDisable.jpg<br />
<br />
All graphs operate based on the character’s '''currentState''' variable. This variable refers to the custom '''CharacterStateBase''' class which, as its name implies, refers to the state that the character is in at any given time. This class is further detailed in the next section, CharacterStateBase class.<br />
<br />
This blueprint is also home to all the Linetrace and Spheretrace functions related to the character, as well as several functions (mostly related to the camera) that are independent of the current state of the character.<br />
<br />
====CharacterStateBase Class====<br />
<br />
The '''CharacterStateBase''' is a class that represents any state that the character can be in. This class is of type Object, which means that it cannot be placed in a scene or have any visual/rendering components. With this, every state to be added to the system must inherit from this class.<br />
<br />
:: This class has several functions related to specific events in the class:<br />
::* EnterState: Triggered when the system enters this class.<br />
::* ExitState: Triggered when the system exits this class.<br />
::* UpdateState: Triggered every frame when the system is in this class.<br />
::* UpdateStateAnimation: Triggered, in the Animation BP, every frame when the system is in this class.<br />
<br />
:: This class also has functions triggered on every input action press/axis change:<br />
::* Input_MoveForward<br />
::* Input_MoveRight<br />
::* Input_Sprint<br />
::* Input_Crouch<br />
::* Input_Interact<br />
::* Input_LockOn<br />
::* Input_Attack<br />
::* Input_Jump<br />
::* Input_Dodge<br />
<br />
Additionally, this class also defines a '''charRef''' variable. This is a reference to the "Character_BP" that is assigned when the class is constructed, it's used to access everything related to the “Character_BP” that contains the state.<br />
<br />
===Weapons and the LayeringSystem===<br />
Weapons in the Amplify Animation Pack are implemented in the '''WeaponLayer state machin'''e that is located in both provided '''AnimBPs'''. This state machine includes all the necessary states for the weapon animations, including actions like Aiming or Shooting, among others. Inside each of these states there is always a blend by '''WeaponType''' node, which takes into account the different weapons that the character can have in his possession.<br />
<br />
The '''WeaponLayer state machine''' is then combined with the '''FullBody state machine''' using a layered blend per bone node. This allows the system to combine animations from the FullBody state, like walking and running, with animations from the '''WeaponLayer''', creating a dynamic system that can be further customized to suit any need. Furthermore, depending on the animation, this layering system can be blended on the spine bone or the shoulders, as is implemented in the AnimGraph.<br />
<br />
===Contextual Actions===<br />
<br />
Actions that the player can execute are directly linked to interactable Blueprints created for the effect. The pack includes a varied collection of generic actors that serve as a starting point for your own game requirements.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bp_3.jpg<br />
<br />
{| class="mw-collapsible wikitable"<br />
! Action || Actor<br />
|- <br />
|Bar Walk / Bar Hang || BarActor<br />
|- <br />
|Climb / Short Climb || ClimbActor<br />
|- <br />
|Cover || CoverActor<br />
|- <br />
|Open / Close Door || DoorActor<br />
|- <br />
|Push / Pull Lever || FloorLever Actor / WallLeverActor<br />
|- <br />
|Vault || ObstacleActor<br />
|- <br />
|Pickup Object || PickupActor<br />
|- <br />
|Push Object || PushableActor<br />
|- <br />
|Hang / Climb Down || WallPointActor<br />
|- <br />
|Go up / down Ladder || LadderActor<br />
|- <br />
|Enter Car || CarVehicle<br />
|- <br />
|Dive into water / Walk out of water|| WaterDetectorActor<br />
|- <br />
|Enter Boat || Any child actor of BoatActor<br />
|}<br />
<br />
All of these actors can be customized in their appearance, size and behavior. However, the colliders provided must be left untouched or, at the very least, replicated when it comes to their Object Channels and Responses. There are also some positioning rules to be followed in regards to certain actions of these contextual objects. This is required to better accommodate the animations provided.<br />
<br />
'''Water setup''' <br />
<br />
There are three main components required for it to work like in the DemoScene level:<br />
::*Water surface '''Plane''' - this is the plane where the water surface will be rendered. This plane should have its Collision turned off and a Two-Sided Material rendering the water. This plane can either be a custom Plane with a custom Material or a WaterBody from UE's Water plugin.<br />
::*Water '''PhysicsVolume''' - the PhysicsVolume where the character will be able to swim. This should have its Water Volume property turned on and its CollisionPreset set to Water. <br />
::*Water '''PostProcessingVolume''' - the PostProcessingVolume which adds "underwater image effects" to the camera. This should be the same size and shape of the PhysicsVolume. <br />
<br />
Additionally, the previously mentioned '''WaterDetectorActor''' can also be added to either trigger the diving animation or the transition from swimming to walking, depending on if the character is facing the water or not.<br />
<br />
'''Contextual Actions rules'''<br />
<br />
{| class="mw-collapsible wikitable"<br />
! State || Actor to interact with || Action || Positioning Rule<br />
|- <br />
|BarHang || BarActor || Entering the BarHang state || The BarActor must be 255,0 units above where the Player is standing<br />
|- <br />
|BarHang || BarActor || Jumping between bars || The two BarActors must be 370 units apart<br />
|- <br />
|BarWalk || BarActor || Going from BarHang to BarWalk || The BarActor width must be 0,3 units<br />
|- <br />
|Hang || WallPointActor || Jumping vertically or diagonally between WallPoints || The two WallPointActors must be 116 units apart in terms of height (Z axis)<br />
|-<br />
|Hang || WallPointActor || Backwards jump || WallPointActors must be 392 units between each other.<br />
|-<br />
|Grounded || Any child of the BoatActor || Enter Boat || The BoatActor must be positioned 20 units below the floor where the character is. The Water should be 8 units below the BoatActor.<br />
|}<br />
<br />
Additionally, each action that involves climbing has the character moving a set fixed units upward. As such, all the heights for these actions can be found in the following table.<br />
<br />
{| class="mw-collapsible wikitable"<br />
! Climb Action || Height (UE4 units)<br />
|- <br />
|ShortClimb (when the character climbs a short obstacle from its GroundedState) || 102<br />
|- <br />
|HangClimb (when the character climbs from the HangState) || 189<br />
|- <br />
|BarClimb (when the character climbs from the BarHangState) || 214<br />
|- <br />
|Vault (the max height for the Vault action) || 71<br />
|}<br />
<br />
'''NOTE 1''': When adding an actor to an existing level, keep in mind that you can '''add''' the required height values directly on the Actor Transform input box. Say that you add the Bar to your ground surface and now you want to increase its height, you simply need to add "+255" into its Z Axis and press Enter; this will ensure that the Actor is moved exactly 255 units up.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bp_4.jpg<br />
<br />
'''NOTE 2''': Modifying/replacing interactable meshes.<br />
<br />
When checking for interactions, the character controller uses the provided classes (BP_ClimbActor, BP_ObstacleActor, etc.) to check for whether the object is interactable or not. From the screenshot, I've noticed that you're duplicating the class and changing the mesh there, and that is the issue here. Instead, there are three main ways to change the mesh of your interactables:<br />
<br />
1. Change the mesh directly on the interactable class (for instance, on the BP_ClimbActor). This will make it so that the default mesh for this class is the new mesh that you assign here (WARNING: this may change the layout of the DemoScene level).<br />
<br />
2. Change the mesh on the instance of the class. Here, you put the default class in your level and change the mesh on that actor instead. This is useful if you want to change your mesh on an actor-per-actor basis.<br />
<br />
3. Create a new child class from our interactable. Instead of duplicating the BP class, you can instead create a child BP class from the interactables provided, and assign your own defaults this way. By doing this, you can have several classes that inherit our behaviour, and thus work with the current controller, while also having custom made looks, VFXs, components or aditional logic. This can be useful if you want to have several defaults of our classes (for instance, like a wall and a fence for the BP_ClimbActor with its own custom meshes and effects).<br />
<br />
You can also "ignore" our meshes, and use a separate actor for the mesh, while using our actors for the collisions. While this may lead to a very messy scene in the long run, it can be quite useful when prototyping and using UE's BSP system, for example!<br />
<br />
==Blender Source==<br />
<br />
=== Overview ===<br />
<br />
Source files are located under the Content folder, Amplify_AnimationPack.zip.<br />
<br />
The Scene contains the control rig and the export rig ''(SK_Mannequin Collection)'' <br />
:Control rig contains the NLA animation data.<br />
:The SK_Mannequin is the required Unreal skeleton hierarchy and should be used to export your data.<br />
:Animations are stored in the NLA layers, you can access them via '''Nonlinear Animation'''.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bs_1.jpg<br />
<br />
Here you'll find all the animations included in the pack, you can also search for them in the action editor.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bs_2.jpg<br />
<br />
You can enter an animation by right clicking and '''Start Editing Stashed Action'''. The layer will turn green signifying that you can now edit it.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bs_3.jpg<br />
<br />
Make sure you have the dope sheet open in '''Action Editor Mode'''.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bs_4.jpg<br />
<br><br />
<br><br />
Press [N] to bring up the menu. You can use animation layer interpolation to work on existing motion.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bs_5.jpg<br />
<br><br />
<br><br />
The control rig is based on [https://docs.blender.org/manual/en/latest/addons/rigging/rigify/index.html Rigify] so you'll have all the default properties and options.<br />
<br />
{| cellpadding="10"<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bs_6.jpg<br />
|<br />
|http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bs_7.jpg<br />
|<br />
|}<br />
<br />
=== Scripts ===<br />
<br />
The file contains 3 scripts.<br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bs_8.jpg<br />
<br />
Action delete lets you delete actions by name, newer Blender versions already have this options. Since the rig was created in Blender 2.79 you have to load rig_ui.py, press run and select the rig_ui_fix.py, and press run to use IK snap and FK snap. '''If you don't do this step the IK to FK snap will throw an error'''<br />
<br />
=== Export Settings ===<br />
<br />
With the rig('''root''') and mesh('''SK_Amplify_Character''') selected, and the correct NLA strip active, Go to ''File - Export - FBX'' and use the following export settings. Make sure you only have one NLA toggled, also be sure to adjust the timeline to have the same time as the NLA; for example if the NLA has 30f and your timeline is at 50f, you should set it to 30f before exporting it to Unreal in order to avoid exporting the actual 50 frames. <br />
<br />
http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/bs_9.jpg<br />
<br />
==DISCLAIMER - Character Controller==<br />
The third-person system is meant to be used solely as a starting point for your own controller, it's a complement to the package but not a production ready option.<br />
|}</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unreal_Products:Amplify_Animation_Pack/AnimCat&diff=815Unreal Products:Amplify Animation Pack/AnimCat2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
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<div><span style="font-size: 120%;">[https://www.unrealengine.com/marketplace/en-US/product/amplify-animation-pack Product Page] - [[Unreal_Products:Amplify_Animation_Pack/Manual| Manual]] - [[Unreal_Products:Amplify_Animation_Pack/Tutorials| Tutorials]] - [[Unreal_Products:Amplify_Animation_Pack/AnimCat| Animation Catalogue]]</span><br />
<br />
<br />
<span style="font-size: 120%;">[[Unreal_Products:Amplify_Animation_Pack/Manual| Manual]] - [[Unreal_Products:Amplify_Animation_Pack/AnimCat| Animation Catalogue]]</span><br />
<br />
==Definitions== <br />
{|<br />
|-<br />
| '''R'''- Right || '''Up''' - Up || '''Fwd''' - Forward || '''RA''' - Right Arm<br />
|-<br />
| '''L''' - Left || '''Dn''' - Down || '''Bwd''' - Backward || '''LA''' - Left Arm<br />
|}<br />
<br />
==Locomotion==<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Idle<br />
|-<br />
|Turn_L_90<br />
|-<br />
|Turn_R_90<br />
|-<br />
|Turn_L_180<br />
|-<br />
|Turn_R_180<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Walk<br />
|-<br />
|Walk_Fwd<br />
|-<br />
|Walk_Fwd_L<br />
|-<br />
|Walk_Fwd_R<br />
|-<br />
|Walk_Bwd<br />
|-<br />
|Walk_Bwd_L<br />
|-<br />
|Walk_Bwd_R<br />
|-<br />
|Walk_L<br />
|-<br />
|Walk_R<br />
|-<br />
|Walk_Turn_R<br />
|-<br />
|Walk_Turn_L<br />
|-<br />
|Walk_Settle<br />
|-<br />
|Walk_Hardturn_180<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Run<br />
|-<br />
|Run_Fwd<br />
|-<br />
|Run_Fwd_R<br />
|-<br />
|Run_Fwd_L<br />
|-<br />
|Run_L<br />
|-<br />
|Run_R<br />
|-<br />
|Run_Settle<br />
|-<br />
|Run_Hardturn_180<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Sprint<br />
|-<br />
|Sprint_Fwd<br />
|-<br />
|Sprint_Fwd_L<br />
|-<br />
|Sprint_Fwd_R<br />
|-<br />
|Sprint_L<br />
|-<br />
|Sprint_R<br />
|-<br />
|Sprint_Settle<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Crouch<br />
|-<br />
|Crouch_Idle<br />
|-<br />
|Crouch_Walk_R<br />
|-<br />
|Crouch_Walk_L<br />
|-<br />
|Crouch_Walk_Fwd_R<br />
|-<br />
|Crouch_Walk_Fwd_L<br />
|-<br />
|Crouch_Walk_Fwd<br />
|-<br />
|Crouch_Walk_Bwd_R<br />
|-<br />
|Crouch_Walk_Bwd_L<br />
|-<br />
|Crouch_Walk_Bwd<br />
|-<br />
|Crouch_Turn_R_90<br />
|-<br />
|Crouch_Turn_L_90<br />
|-<br />
|Crouch_Turn_180<br />
|-<br />
|Crouch_Settle<br />
|-<br />
|Crouch_Hardturn_180<br />
|-<br />
|Crouch_Crawling<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Crawling<br />
|-<br />
|Crawling_Idle<br />
|-<br />
|Crawling_BarrelRoll_L<br />
|-<br />
|Crawling_BarrelRoll_R<br />
|-<br />
|Crawling_Crouch<br />
|-<br />
|Crawling_Walk_Fwd<br />
|-<br />
|Crawling_Walk_Bwd<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Strafe<br />
|-<br />
|Strf_Fwd_R_45<br />
|-<br />
|Strf_Fwd_R<br />
|-<br />
|Strf_Fwd_L_45<br />
|-<br />
|Strf_Fwd_L<br />
|-<br />
|Strf_Fwd<br />
|-<br />
|Strf_Bwd_R_45<br />
|-<br />
|Strf_Bwd_R<br />
|-<br />
|Strf_Bwd_L_45<br />
|-<br />
|Strf_Bwd_L<br />
|-<br />
|Strf_Bwd<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Jump<br />
|-<br />
|Jump_Fwd<br />
|-<br />
|Jump_in_Place<br />
|-<br />
|Jump_in_Place_Loop<br />
|-<br />
|Jump_in_Place_Still<br />
|-<br />
|Jump_in_Place_Loop_Still<br />
|-<br />
|Jump_Exit<br />
|-<br />
|Jump_Loop<br />
|-<br />
|Jump_Enter<br />
|-<br />
|Jump_Fwd_Land_Run<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Obstacle<br />
|-<br />
|Obstacle_Bump<br />
|-<br />
|Obstacle_Climb_Loop<br />
|-<br />
|Obstacle_Climb_onTop<br />
|-<br />
|Obstacle_Climb_Start<br />
|-<br />
|Obstacle_Climb_Down<br />
|-<br />
|Obstacle_ClimbM<br />
|-<br />
|Obstacle_Corner_Inside_L<br />
|-<br />
|Obstacle_Corner_Inside_R<br />
|-<br />
|Obstacle_Corner_Outside_L<br />
|-<br />
|Obstacle_Corner_Outside_R<br />
|-<br />
|Obstacle_Drop_Loop<br />
|-<br />
|Obstacle_Ledge_Unbalance<br />
|-<br />
|Obstacle_Move_L<br />
|-<br />
|Obstacle_Move_R<br />
|-<br />
|Obstacle_Vault<br />
|}<br />
<br />
==Ladder==<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Ladder<br />
|-<br />
|Ladder_Ascend_Loop<br />
|-<br />
|Ladder_Descend_Loop<br />
|-<br />
|Ladder_Enter_Back_Dnm<br />
|-<br />
|Ladder_Enter_Dn<br />
|-<br />
|Ladder_Enter_Up<br />
|-<br />
|Ladder_Exit_Dn<br />
|-<br />
|Ladder_Exit_Up<br />
|-<br />
|Ladder_Idle<br />
|-<br />
|Ladder_Slide_Enter<br />
|-<br />
|Ladder_Slide_Exit<br />
|-<br />
|Ladder_Slide_Loop<br />
|}<br />
<br />
==Weapons==<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Bow<br />
|-<br />
|Bow_Aim<br />
|-<br />
|Bow_Release<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Modern<br />
|-<br />
|Variations for Walk, Run, etc, with Assault Riffle, Hand Gun and Bow (+300 Animation Sequences)<br />
|}<br />
<br />
==Combat==<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Dodge<br />
|-<br />
|Dodge_R<br />
|-<br />
|Dodge_L<br />
|-<br />
|Dodge_Fwd_R<br />
|-<br />
|Dodge_Fwd_L<br />
|-<br />
|Dodge_Fwd<br />
|-<br />
|Dodge_Bwd_R<br />
|-<br />
|Dodge_Bwd_L<br />
|-<br />
|Dodge_Bwd<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Roll<br />
|-<br />
|Roll_R<br />
|-<br />
|Roll_L<br />
|-<br />
|Roll_Fwd_R<br />
|-<br />
|Roll_Fwd_L<br />
|-<br />
|Roll_Fwd<br />
|-<br />
|Roll_Bwd_R<br />
|-<br />
|Roll_Bwd_L<br />
|-<br />
|Roll_Bwd<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Punch_<br />
|-<br />
|Punch_L<br />
|-<br />
|Punch_R<br />
|-<br />
|Punch_Heavy<br />
|-<br />
|Plunge<br />
|-<br />
|Plunge_Idle<br />
|-<br />
|ThrowObject<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Hit<br />
|-<br />
|Hit_Bwd<br />
|-<br />
|Hit_Fwd<br />
|-<br />
|Hit_L<br />
|-<br />
|Hit_R<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Death<br />
|-<br />
|Death_Bwd<br />
|-<br />
|Death_Fwd<br />
|-<br />
|Death_L<br />
|-<br />
|Death_R<br />
|}<br />
<br />
==Driving==<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Base Car Interaction<br />
|-<br />
|Car_Enter_L<br />
|-<br />
|Car_Enter_R<br />
|-<br />
|Car_Exit_L<br />
|-<br />
|Car_Exit_R<br />
|-<br />
|Car_Idle_L<br />
|-<br />
|Car_Idle_R<br />
|}<br />
<br />
==Boating==<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Kayak<br />
|-<br />
|Kayak Enter<br />
|-<br />
|Kayak Exit<br />
|-<br />
|Kayak Climb<br />
|-<br />
|Kayak Idle<br />
|-<br />
|Kayak Move Fwd<br />
|-<br />
|Kayak Move Bwd<br />
|-<br />
|Kayak Turn L<br />
|-<br />
|Kayak Turn R<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Gondola<br />
|-<br />
|Gondola Enter<br />
|-<br />
|Gondola Exit<br />
|-<br />
|Gondola Climb<br />
|-<br />
|Gondola Idle<br />
|-<br />
|Gondola Move Fwd<br />
|-<br />
|Gondola Move Bwd<br />
|-<br />
|Gondola Turn L<br />
|-<br />
|Gondola Turn R<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Sailing Boat<br />
|-<br />
|Sail Enter<br />
|-<br />
|Sail Exit<br />
|-<br />
|Sail Climb<br />
|-<br />
|Sail Idle<br />
|-<br />
|Sail Turn L Enter<br />
|-<br />
|Sail Turn L Loop<br />
|-<br />
|Sail Turn L Exit<br />
|-<br />
|Sail Turn R Enter<br />
|-<br />
|Sail Turn R Loop<br />
|-<br />
|Sail Turn R Exit<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Paddle Boat<br />
|-<br />
|Boat Enter<br />
|-<br />
|Boat Exit<br />
|-<br />
|Boat Climb<br />
|-<br />
|Boat Idle<br />
|-<br />
|Boat Turn L<br />
|-<br />
|Boat Turn L<br />
|-<br />
|Boat Turn L<br />
|-<br />
|Boat Turn R<br />
|-<br />
|Boat Turn R<br />
|-<br />
|Boat Turn R<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Rowing Boat<br />
|-<br />
|Rowing Enter<br />
|-<br />
|Rowing Exit<br />
|-<br />
|Rowing Climb<br />
|-<br />
|Rowing Idle<br />
|-<br />
|Rowing Fwd<br />
|-<br />
|Rowing Bwd<br />
|-<br />
|Rowing Turn L<br />
|-<br />
|Rowing Turn R<br />
|}<br />
<br />
==Interactions==<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Misc Interactions<br />
|-<br />
|Drink<br />
|-<br />
|Grab_item<br />
|-<br />
|Heal_bandages<br />
|-<br />
|Knock_on_door<br />
|-<br />
|Lever_Floor_Pull<br />
|-<br />
|Lever_Floor_Push<br />
|-<br />
|Lever_Wall_Pull<br />
|-<br />
|Lever_Wall_Push<br />
|-<br />
|Open_Door_UpperBody<br />
|-<br />
|Open_Door_Outside<br />
|-<br />
|Close_Door_Outside<br />
|-<br />
|Close_Door_Inside<br />
|-<br />
|Open_Door_Inside<br />
|-<br />
|Pick_Fwd<br />
|-<br />
|Pick_L<br />
|-<br />
|Pick_R<br />
|-<br />
|Press_Button<br />
|-<br />
|Press_Loop<br />
|-<br />
|Push_Enter<br />
|-<br />
|Push_Start<br />
|-<br />
|Push_Loop<br />
|-<br />
|Push_End<br />
|-<br />
|Push_Exit<br />
|-<br />
|Push_Idle<br />
|-<br />
|Push_Idle_inPlace<br />
|-<br />
|Push_loop<br />
|}<br />
<br />
==Climb==<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Wall<br />
|-<br />
|WallPoints_Idle<br />
|-<br />
|WallPoints_Aim_Bwd<br />
|-<br />
|WallPoints_Aim_Dn_LA<br />
|-<br />
|WallPoints_Aim_Dn_RA<br />
|-<br />
|WallPoints_Aim_L_LA<br />
|-<br />
|WallPoints_Aim_R_RA<br />
|-<br />
|WallPoints_Aim_Up_LA<br />
|-<br />
|WallPoints_Aim_Up_RA<br />
|-<br />
|WallPoints_Jump_Bwd<br />
|-<br />
|WallPoints_Jump_Dn_L<br />
|-<br />
|WallPoints_Jump_Dn_LA<br />
|-<br />
|WallPoints_Jump_Dn_R<br />
|-<br />
|WallPoints_Jump_Dn_RA<br />
|-<br />
|WallPoints_Jump_L<br />
|-<br />
|WallPoints_Jump_R<br />
|-<br />
|WallPoints_Jump_Up_L<br />
|-<br />
|WallPoints_Jump_Up_LA<br />
|-<br />
|WallPoints_Jump_Up_R<br />
|-<br />
|WallPoints_Jump_Up_RA<br />
|-<br />
|WallPoints_Release_Start<br />
|-<br />
|WallPoints_Release_End<br />
|-<br />
|WallPoints_Kick_Dn<br />
|-<br />
|WallPoints_Kick_Dn_L<br />
|-<br />
|WallPoints_Kick_Dn_R<br />
|-<br />
|WallPoints_Punch_L<br />
|-<br />
|WallPoints_Punch_R<br />
|-<br />
|WallPoints_Punch_Up<br />
|-<br />
|WallPoints_Punch_Up_L<br />
|-<br />
|WallPoints_Punch_Up_R<br />
|-<br />
|WallPoints_Hit_Dn<br />
|-<br />
|WallPoints_Hit_L<br />
|-<br />
|WallPoints_Hit_R<br />
|-<br />
|WallPoints_Hit_Up<br />
|-<br />
|WallPoints_jump_grab<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Bar<br />
|-<br />
|Bar_Idle<br />
|-<br />
|Bar_idle_2_Grab<br />
|-<br />
|Bar_Climb<br />
|-<br />
|Bar_Corner_Inside_L<br />
|-<br />
|Bar_Corner_Inside_R<br />
|-<br />
|Bar_Corner_Outside_L<br />
|-<br />
|Bar_Corner_Outside_R<br />
|-<br />
|Bar_jump_Fwd<br />
|-<br />
|Bar_Move_Enter_L<br />
|-<br />
|Bar_Move_Exit_L<br />
|-<br />
|Bar_Move_Loop_L<br />
|-<br />
|Bar_Move_Enter_R<br />
|-<br />
|Bar_Move_Exit_R<br />
|-<br />
|Bar_Move_Loop_R<br />
|-<br />
|Bar_Release_end<br />
|-<br />
|Bar_Release_start<br />
|-<br />
|Bar_Turn<br />
|-<br />
|Bar_Walk_Fwd<br />
|-<br />
|Bar_Walk_Idle<br />
|-<br />
|Bar_Walk_Turn<br />
|-<br />
|Bar_GoDown<br />
|}<br />
<br />
==Cover==<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Wall<br />
|-<br />
|Wallcover_Idle_L<br />
|-<br />
|Wallcover_Idle_R<br />
|-<br />
|Wallcover_CornerInside_Walk_L<br />
|-<br />
|Wallcover_CornerInside_Walk_R<br />
|-<br />
|Wallcover_CornerOutside_Walk_L<br />
|-<br />
|Wallcover_CornerOutside_Walk_R<br />
|-<br />
|Wallcover_Enter<br />
|-<br />
|Wallcover_Exit_Bwd_L<br />
|-<br />
|Wallcover_Exit_Bwd_R<br />
|-<br />
|Wallcover_Exit_L<br />
|-<br />
|Wallcover_Exit_R<br />
|-<br />
|Wallcover_Sneak_L<br />
|-<br />
|Wallcover_Sneak_R<br />
|-<br />
|WallCover_Sneak_Enter_L<br />
|-<br />
|WallCover_Sneak_Enter_R<br />
|-<br />
|WallCover_Sneak_Loop_L<br />
|-<br />
|WallCover_Sneak_Loop_R<br />
|-<br />
|WallCover_Sneak_Exit_L<br />
|-<br />
|WallCover_Sneak_Exit_R<br />
|-<br />
|Wallcover_ThrowObject_L<br />
|-<br />
|Wallcover_ThrowObject_R<br />
|-<br />
|Wallcover_Walk_L<br />
|-<br />
|Wallcover_Walk_R<br />
|-<br />
|Wallcover_Walk_Turn_L<br />
|-<br />
|Wallcover_Walk_Turn_R<br />
|}<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Low Wall<br />
|-<br />
|LowCover_Idle_L<br />
|-<br />
|LowCover_Idle_R<br />
|-<br />
|LowCover_CornerInside_Walk_L<br />
|-<br />
|LowCover_CornerInside_Walk_R<br />
|-<br />
|LowCover_CornerOutside_Walk_L<br />
|-<br />
|LowCover_CornerOutside_Walk_R<br />
|-<br />
|LowCover_Crouch_to_Stand_L<br />
|-<br />
|LowCover_Crouch_to_Stand_R<br />
|-<br />
|LowCover_Enter_Crouch_L<br />
|-<br />
|LowCover_Enter_Crouch_R<br />
|-<br />
|LowCover_Enter_L<br />
|-<br />
|LowCover_Enter_R<br />
|-<br />
|LowCover_Exit_Bwd<br />
|-<br />
|LowCover_Exit_Bwd_Crouch<br />
|-<br />
|LowCover_Exit_Bwd_Crouch_L<br />
|-<br />
|LowCover_Exit_Bwd_Crouch_R<br />
|-<br />
|LowCover_Exit_Bwd_L<br />
|-<br />
|LowCover_Exit_Bwd_R<br />
|-<br />
|LowCover_Exit_L<br />
|-<br />
|LowCover_Exit_L_Crouch<br />
|-<br />
|LowCover_Exit_R<br />
|-<br />
|LowCover_Exit_R_Crouch<br />
|-<br />
|LowCover_Sneak_Enter_L<br />
|-<br />
|LowCover_Sneak_Enter_R<br />
|-<br />
|LowCover_Sneak_Enter_Up_L<br />
|-<br />
|LowCover_Sneak_Enter_Up_R<br />
|-<br />
|LowCover_Sneak_Loop_L<br />
|-<br />
|LowCover_Sneak_Loop_R<br />
|-<br />
|LowCover_Sneak_Loop_Up_L<br />
|-<br />
|LowCover_Sneak_Loop_Up_R<br />
|-<br />
|LowCover_Sneak_Exit_L<br />
|-<br />
|LowCover_Sneak_Exit_R<br />
|-<br />
|LowCover_Sneak_Exit_Up_L<br />
|-<br />
|LowCover_Sneak_Exit_Up_R<br />
|-<br />
|LowCover_Stand_to_Crouch_L<br />
|-<br />
|LowCover_Stand_to_Crouch_R<br />
|-<br />
|LowCover_ThrowObject_Fwd<br />
|-<br />
|LowCover_ThrowObject_L<br />
|-<br />
|LowCover_ThrowObject_R<br />
|-<br />
|LowCover_Walk_L<br />
|-<br />
|LowCover_Walk_R<br />
|-<br />
|LowCover_Walk_Turn_L<br />
|-<br />
|LowCover_Walk_Turn_R<br />
|}<br />
<br />
==Water==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Swim<br />
|-<br />
|Dive_End<br />
|-<br />
|Dive_Swim_Dn<br />
|-<br />
|Dive_Swim_fwd<br />
|-<br />
|Dive_Swim_L<br />
|-<br />
|Dive_Swim_R<br />
|-<br />
|Dive_Swim_Up<br />
|-<br />
|Dive_under<br />
|-<br />
|Drowning<br />
|-<br />
|Swim idle<br />
|-<br />
|Swim_Bwd<br />
|-<br />
|Swim_fwd<br />
|-<br />
|Swim_L<br />
|-<br />
|Swim_R<br />
|}</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unreal_Products:Amplify_Animation_Pack&diff=813Unreal Products:Amplify Animation Pack2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>{|style="width:100%;"<br />
|<br />
* [https://www.unrealengine.com/marketplace/en-US/product/amplify-animation-pack Product Page]<br />
* [[Unreal_Products:Amplify_Animation_Pack/Manual| Manual]]<br />
* [[Unreal_Products:Amplify_Animation_Pack/Tutorials| Tutorials]]<br />
* [[Unreal_Products:Amplify_Animation_Pack/AnimCat| Animation Catalogue]]<br />
|style="text-align:right;" | http://wiki.amplify.pt/images/MiscWikiImages/AmplifyAnimationPack/UELOGO.png<br />
|}<br />
<br />
[[Category:Unreal Content]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unreal_Products&diff=811Unreal Products2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>'''Unreal Content'''<br />
* [[Unreal_Products:Amplify_LUT_Pack| Amplify LUT Pack]]<br />
* [[Unreal_Products:Amplify_Animation_Pack| Amplify Animation Pack]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Fake_Interiors/Tutorials/QuickStart&diff=809Unity Products:Fake Interiors/Tutorials/QuickStart2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/a6XV66VDgrw<br />
|alignment=right<br />
}}<br />
<br />
Quick Start Tutorial for the Fake Interiors package.<br />
<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Fake_Interiors/Tutorials&diff=807Unity Products:Fake Interiors/Tutorials2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>== Official == <br />
<br />
* [[Unity_Products:Fake_Interiors/Tutorials/QuickStart | Quick Start Tutorial]]<br />
<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Fake_Interiors/Manual&diff=805Unity Products:Fake Interiors/Manual2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>{| style="width: 920px; horizontal-align: left;" <br />
|<br />
<br />
== Installation ==<br />
<br />
1. Open the FakeInteriors###.unitypackage or import it directly from the Asset Store tab.<br />
<br />
2. After Unity loads it will display the “Importing package” window, select All and click Import<br />
<br />
3. Fake Interiors packages hould now be installed in your Unity project and it should have the following directory structure:<br />
<br />
:: YourProject\Assets\FakeInteriors\<br />
:: YourProject\Assets\FakeInteriors\Examples<br />
:: YourProject\Assets\FakeInteriors\Examples\Materials<br />
:: YourProject\Assets\FakeInteriors\Examples\Models<br />
:: YourProject\Assets\FakeInteriors\Examples\Shaders<br />
:: YourProject\Assets\FakeInteriors\Examples\Textures<br />
<br />
== Shader Overview ==<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2017/11/fs_t_1.jpg<br />
<br />
1. For reference, begin by selecting the Fake Interior shader.<br />
<br />
2. When applying the effect to standard buildings, ensure that the Y axis of your mesh points up.<br />
<br />
{| style="width: 100%; horizontal-align: right;" <br />
|<br />
=== Color and Brightness Control ===<br />
*Room Color Tint: RGB Tint <br />
*Room Intensity: Room Brightness<br />
<br />
=== Facade Texture(optional)===<br />
*Facade Albedo RGBA: Top texture layer suitable for simple exterior building textures or glass, stores Glass Alpha.<br />
*Facade Smoothness: Set to 0 by default, optional texture use. (Metallic 0, can be customized using [http://amplify.pt/unity/amplify-shader-editor/ Amplify Shader Editor]) <br />
<br />
=== Wall and Props Textures ===<br />
*Floor RGB: 1 floor texture.<br />
*Walls RGB: 2 wall textures XZ.<br />
*Props RGBA: 1 Prop texture for interior details, Alpha Cutout, can be toggled between X or Z axis(Switch Plane). <br />
<br />
=== Room Tiling and Offset ===<br />
*Room Tile: Main tiling multiplier for generated rooms.<br />
*Rooms X Y Z, Props W: Individual multiplier for each axis; XZ for walls, Y for ceiling and floor, and W for the prop layer.<br />
*Position Offset: XYZ for walls and W for the prop layer.<br />
<br />
=== Texture Tiling ===<br />
*Rooms, Prop, Floor and Ceiling: Texture only tiling control.<br />
<br />
|http://wiki.amplify.pt/images/wp-content/uploads/2017/11/fs_t_2.jpg<br />
|}<br />
<br />
== Mesh Requirements ==<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2017/11/fs_t_4.jpg<br />
<br />
The shader assumes that the Y axis is up, be sure to adjust your meshes as necessary. Simply setting the shader on a material applied to the default Unity Plane Mesh will likely not work as expected since the axis is not correctly setup for that purpose.<br />
<br />
== Shader Setup ==<br />
http://wiki.amplify.pt/images/wp-content/uploads/2017/11/fs_t_3.jpg<br />
<br />
1. If you have not already, select the provided shader, Fake Interiors or Fake Interiors FREE, under ''ASESampleShaders''.<br />
<br />
2. Add the simple room example textures located under ''Fake Interiors FREE/Examples/Textures/SimpleRoom'' to the respective texture slots (Floor, Wall, Ceiling)<br />
<br />
3. Set the textures tiling to 1.<br />
<br />
4. Set the Room Tile to 1.<br />
<br />
5. Define the amount of rooms by setting the individual multiplier values for XYZ to 2 ''under Rooms X Y Z, Props W'', feel free to experiment with different room and texture tiling amounts. Alternatively, set the individual tile to 1 and use the Room Tile slider to multiply the amount of rooms.<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2017/11/fs_t_5.jpg<br />
<br />
6. Optional Facade Texture.<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2017/11/fs_t_6.jpg<br />
<br />
7. Optional Tint and Brightness adjustment.<br />
<br />
== Customization ==<br />
<br />
=== Texture Sets ===<br />
http://wiki.amplify.pt/images/wp-content/uploads/2017/11/fs_t_7.jpg<br />
<br />
The package includes a few room textures to get you started but they are entirely customizable. You could very well increase/decrease textures size and add additional wall textures to the same file for additional variations, it's entirely up to you. The same applies to Prop, Ceiling and Floor textures.<br />
<br />
=== Shader ===<br />
http://wiki.amplify.pt/images/wp-content/uploads/2017/11/fs_t_8.jpg<br />
<br />
The Fake Interiors shader can be fully customized using [http://amplify.pt/unity/amplify-shader-editor/ Amplify Shader Editor]. Adding additional textures or new effects is a only a few clicks away.<br />
<br />
'''Make it your own!'''<br />
<br />
|}<br />
[[Category:Manual]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Fake_Interiors&diff=803Unity Products:Fake Interiors2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>{|style="width:100%;"<br />
|<br />
* [https://www.assetstore.unity3d.com/#!/content/104029?aid=1011lPwI&pubref=Wiki Product Page]<br />
* [[Unity_Products:Fake_Interiors/Manual| Manual]]<br />
* [[Unity_Products:Fake_Interiors/Tutorials| Tutorials]]<br />
|style="text-align:right;" | http://wiki.amplify.pt/images/wp-content/uploads/2017/11/f2.png<br />
|}<br />
<br />
<br />
== Amplify Shader Editor(optional) == <br />
* [http://amplify.pt/unity/amplify-shader-editor/ Product Page]<br />
<br />
<br />
[[Category:Content]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:FXAA&diff=801Unity Products:FXAA2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>{|style="width:100%;"<br />
|<br />
* [[Unity_Products:Amplify_FXAA/Manual| Manual]]<br />
|}<br />
<br />
<br />
<br />
[[Category:Image Effects]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_motion/Tutorials&diff=799Unity Products:Amplify motion/Tutorials2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>== Official == <br />
<br />
* [[Unity_Products:Amplify_Motion/Tutorials/Quick_Start_Tutorial | Quick Start Tutorial]]<br />
* [[Unity_Products:Amplify_Motion/Tutorials/Intermediate_Concepts | Intermediate Concepts]]<br />
<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_motion/Manual&diff=797Unity Products:Amplify motion/Manual2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>{| style="width: 920px; horizontal-align: left;" <br />
|<br />
== Installation ==<br />
<br />
1. Open AmplifyMotion###.unitypackage<br />
<br />
2. After Unity loads it will display the “Importing package” window, select All and click Import<br />
<br />
3. Amplify Motion should now be installed in your Unity project and it should have the following directory structure:<br />
<br />
YourProject\Assets\AmplifyMotion\<br />
YourProject\Assets\AmplifyMotion\Plugins<br />
YourProject\Assets\AmplifyMotion\Resources<br />
<br />
== Workflow Overview ==<br />
<br />
1. Select and apply “Image Effects/Amplify Motion” to your main camera<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2013/07/TutMotion.jpg<br />
<br />
2. Adjust “Quality Steps”, “Motion Scale” and “Max Velocity” to fit your needs<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2013/07/TutMotion2.jpg<br />
<br />
3. When using overlay objects using secondary cameras (e.g. first-person shooter), simply add the camera to the list of “Overlay Cameras”. That way both the primary, and secondary cameras will get proper motion blur, as expected.<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2015/06/Am1.jpg<br />
<br />
'''Quality Level'''<br/> <br />
<br />
*From lighter to heavier, options range from a highly optimized Mobile mode to a Standard Shader Model 2/3 or Soft Edge algorithm. The methods used are constantly being optimized and updated, the Standard mode is recommended for most cases.<br />
<br />
'''Auto Register Objs'''<br/> <br />
<br />
*When toggled AM will automatically add the Amplify Motion Object script to your Assets, check section 3 (Dynamic Objects Instantiated at Runtime) for additional information.<br />
<br />
'''Overlay Cameras'''<br/> <br />
<br />
*Useful for complex camera setups or FPS application with custom view-models, check section 5 (Overlay Cameras & UI) for additional information.<br />
<br />
'''Culling Masks'''<br/> <br />
<br />
*As the name hints Mask usage allows users to define which Assets will display the motion effect.<br />
<br />
'''Quality Steps'''<br/> <br />
<br />
*Defines the number of samples used, higher values will result in smoother blur. Do note that this value directly impacts performance, although higher values can be used we recommend using a 1-3 range.<br />
<br />
'''Motion Scale'''<br/> <br />
<br />
*This value defines the scale of the actual motion effect, it’s a great way to tweak the amount of motion blur without tinkering with Velocity values.<br />
<br />
'''Camera Motion Multiplier'''<br/> <br />
<br />
*By setting it to zero users can eliminate the blur generated from camera movement whilst maintaining object based motion blur. Camera blur can also be exaggerated by using higher values.<br />
<br />
'''Minimum Velocity'''<br/><br />
<br />
*This value defines the minimum velocity an object should have in order to be taken into account by the motion effect.<br />
<br />
'''Maximum Velocity'''<br/> <br />
<br />
*This value defines the maximum object velocity taken into account by the motion effect. Velocity values are directly link to the amount of motion blur displayed.<br />
<br />
'''Depth Threshold'''<br/> <br />
<br />
*As the name hints this value defines a Depth Threshold the motion blur effect, it’s useful when it comes to avoiding having objects leaking into the background due to camera movement. Use small increments, the value is within the 0-1 range.<br />
<br />
'''Work Threads'''<br/> <br />
<br />
*Defines the number of threads dedicated to Skinned Assets such as characters or similar models. When set to zero it will use half the hardware threads available, a value of 1 should be sufficient for most cases.<br />
<br />
'''System Thread Pool'''<br/> <br />
<br />
*When toggled Amplify Motion will use the Unity Thread Pool instead of its own, this is useful in order to avoid issues on specific devices such as consoles. As of version 1.5 if the AM custom thread pool fails to initialize AM will automatically fallback to the System Thread Pool.<br />
<br />
'''Debug Mode'''<br/> <br />
<br />
*Toggle this option to see the motion vectors in action, it’s a great way to tweak your scene and identify possible problems.<br />
<br />
== Dynamic Objects Instantiated at Runtime ==<br />
<br />
Amplify Motion works by adding a special script to all non-static objects. To enable Motion Blur on non-static objects instantiated at runtime, you have two options:<br />
<br />
A. A static method, best performing. Scripts are added at edit time:<br />
:: Add a “Image Effects/Amplify Motion Object” component to any object that has a valid MeshRenderer, SkinnedMeshRenderer or ClothRenderer.<br />
:: In addition, you can disable “Auto Register Objs” in the Amplify Motion camera component to avoid any startup lag caused by searching for valid objects and adding scripts.<br />
<br />
B. A dynamic method, more convenient. Scripts are added at runtime:<br />
<br />
::Add “Image Effects/Amplify Motion Object” component to the root object and enable “Apply To Children”. It will automatically add any children, recursively, at runtime during object initialization.<br />
::: OR<br />
::Simply call AmplifyMotionEffect.Instance.Register( obj ) on each new object:<br />
<br />
<div style="background: #dbdbdb; solid #e6e6e6; padding: 5px; margin: 3px;"><br />
// Instantiates 10 copies of prefab each 2 units apart from each other<br />
::for ( var i : int = 0; i < 10; i++ ) {<br />
:::GameObject obj = Instantiate( prefab, Vector3( i * 2f, 0, 0 ), Quaternion.identity );<br />
:::AmplifyMotionEffect.Instance.Register( obj ); // same for C#<br />
}<br />
</div><br />
<br />
An easier, yet more expensive, alternative is also available. Simply call AmplifyMotionEffect.Instance.UpdateActiveObjects() after instantiating all the objects.<br />
<br />
<div style="background: #dbdbdb; solid #e6e6e6; padding: 5px; margin: 3px;"><br />
// Instantiates 10 copies of prefab each 2 units apart from each other<br />
::for ( var i : int = 0; i < 10; i++ )<br />
:::GameObject obj = Instantiate( prefab, Vector3( i * 2f, 0, 0 ), Quaternion.identity );<br />
:::AmplifyMotionEffect.Instance.UpdateActiveObjects(); // same for C#<br />
</div><br />
<br />
== Overlay Cameras & Excluding Assets ==<br />
<br />
Overlay cameras allow you to associate additional cameras without the need to add extra AM camera components. It’s usually used for FPS games where the FOV of the game view is different from the actual weapon camera.<br />
<br />
1. Add the visible model to a new layer, in this example we used the “Weapons” layer.<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2015/04/TutMotionOver1.jpg<br />
<br />
2. To create the second camera duplicate your main camera or create a new camera and adjust the Position/Rotation and FOV manually. Attach the secondary camera to your main camera(Parent to the main camera). In the secondary camera set the Clear Flag to Depth only or Don’t clear and the Culling Mask to “Weapons” only, or any another layers that you might need to use; be sure to remove all unnecessary components.<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2015/04/TutMotionOver2.jpg<br />
<br />
3. In the main camera with the Amplify Motion Effect applied, add the secondary camera to the Overlay Camera array; you can use more than one camera if necessary. Be sure to remove the “Weapons” layer from your main Camera Culling Mask options.<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2015/04/TutMotionOver3.jpg<br />
<br />
If you experience motion blur related issues in your UI elements consider using a secondary camera to render all UI components separately.<br />
<br />
1. Create a second camera, remove any unneeded components keeping only the Camera and GUI Layer component. In the camera culling mask options select only the layer(s) that contain your UI elements, in this case we selected the UI layer.<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2015/04/TutMotionUI1.jpg<br />
<br />
2. In your main camera, remove the GUI Layer component and exclude the UI layer in the camera culling mask options.<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2015/04/TutMotionUI2.jpg<br />
<br />
From simple 3d planes to fully animated characters, you can exclude any AM compatible asset. Be sure that excluded assets have the Amplify Motion Obj script in their component list. You can learn more about asset exclusion in the second [[Unity_Products:Amplify_Motion/Tutorials/Intermediate_Concepts|Amplify Motion tutorial]].<br />
<br />
== Technical Considerations ==<br />
<br />
1. Be sure to enable the Read/Write option on Skinned and Cloth models.<br />
<br />
2. “Motion Scale” defines the distance scale for the directional blur, disproportional/extreme values might result in inconsistent motion blur issues.<br />
<br />
3. Transparent/Alpha-blended are not directly supported. Transparent surfaces will be blurred according to the vectors defined by the opaque or coverage/alpha-test surfaces below them.<br />
<br />
4. At the moment the “Optimize Game Objects” option in the Rig tab of the object inspector is not supported. Since the vertex information is not made available by Unity the motion effect cannot be applied.<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2015/04/Rig.png<br />
<br />
5. Cloth tearing motion blur is currently unsupported.<br />
<br />
6. For accurate results the Amplify Motion Object component should be applied to moving/dynamic objects, regardless if they are included or excluded from the MB effect. Although lightweight each dynamic object does have an associated cost, not adding the AM Object script to slow moving objects is a completely acceptable option. Slow moving animated models such as plants or trees will work great with just Camera Blur and the performance boost will be noticeable, especially on older or weaker devices.<br />
<br />
Do note that excluded objects should have the AM Object script applied, e.g. Skybox Model.<br />
<br />
== Threshold Value ==<br />
<br />
Under specific circumstances the blur effect on dynamic objects might “bleed” into background objects resulting in visual artifacts such as the character feet example below. The threshold value is directly tied to Near & Far Camera Clip values, low Near Clip values such as 0.03 (default) or lower tend to be problematic; we recommend values of 0.10-0.20 or higher. If raising the Near Clip value is not an option for your particular project try using a lower Threshold value such as 0.001 or lower.<br />
<br />
High Motion Scale and Max Velocity values could also be problematic on some setups, setting the Threshold value to 0 will maintain dynamic object motion blur whilst removing background Blend/Bleed blur effect.<br />
<br />
http://wiki.amplify.pt/images/wp-content/uploads/2015/09/bleed.jpg<br />
<br />
== Stuttering ==<br />
<br />
Although most rigidbody blur issues can be resolved by enabling interpolation, we recommend checking the article bellow. It’s a great reference that will likely help you fix most of your issues, not only Amplify Motion related.<br />
<br />
[http://www.kinematicsoup.com/news/2016/8/9/rrypp5tkubynjwxhxjzd42s3o034o8 Timesteps and Achieving Smooth Motion in Unity]<br />
<br />
== Warnings & Error handling ==<br />
<br />
1. Skin/Bone related warnings: Check you model for invalid bones and make sure the “Optimize Game Objects” option in the Rig tab of the object inspector is disabled.<br />
<br />
2. [AmplifyMotion] Invalid object type: Amplify Motion currently does not support object motion blur on Particles, only camera blur will be visible.<br />
<br />
|}<br />
[[Category:Manual]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Texture_2/Tutorials&diff=795Unity Products:Amplify Texture 2/Tutorials2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>== Project Setup & Conversion == <br />
<br />
* [[Unity_Products:Amplify_Texture/Tutorials/Unity_5_In-Depth_Tutorial | Unity 5 In-Depth Tutorial]]<br />
* [[Unity_Products:Amplify_Texture/Tutorials/Quick_Start_Tutorial | Quick Start Tutorial]]<br />
<br />
== Amplified Terrains == <br />
<br />
* [[Unity_Products:Amplify_Texture/Tutorials/Amplify_Terrain_101 | Amplify Terrain 101]]<br />
<br />
== Alloy 3 Physical Shader Framework ==<br />
<br />
* [[Unity_Products:Amplify_Texture/Tutorials/Alloy_3_Crash_Course_by_RUST_LTD | Alloy 3 Crash Course by RUST LTD]]<br />
<br />
== MARI ==<br />
<br />
* [[Unity_Products:Amplify_Texture/Tutorials/Exporting_Custom_Channels_for_PBR_Workflows | Exporting Custom Channels for PBR Workflows]]<br />
<br />
== Legacy ==<br />
<br />
* [[Unity_Products:Amplify_Texture/Tutorials/Installing_Updating | Installing & Updating]]<br />
__NOTOC__<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Texture_2/Manual&diff=793Unity Products:Amplify Texture 2/Manual2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>== Installation == <br />
<br />
1. Open AmplifyTexture####.unitypackage<br />
<br />
2. After Unity loads it will display the “Importing package” window, select All and click Import<br />
<br />
3. Amplify Texture should now be installed in your Unity project and it should have the following directory structure:<br />
<br />
::YourProject\Assets\AmplifyTexture<br />
::YourProject\Assets\AmplifyTexture\Plugins<br />
::YourProject\Assets\AmplifyTexture\Plugins\Editor<br />
::YourProject\Assets\AmplifyTexture\Scripts<br />
::YourProject\Assets\AmplifyTexture\Scripts\Editor<br />
::YourProject\Assets\AmplifyTexture\Scripts\Editor\Internal<br />
::YourProject\Assets\AmplifyTexture\Scripts\Editor\Utility<br />
::YourProject\Assets\AmplifyTexture\Scripts\Runtime<br />
::YourProject\Assets\AmplifyTexture\Scripts\Runtime\Containers<br />
::YourProject\Assets\AmplifyTexture\Scripts\Runtime\Material<br />
::YourProject\Assets\AmplifyTexture\Scripts\Runtime\Packing<br />
::YourProject\Assets\AmplifyTexture\Scripts\Runtime\Math<br />
::YourProject\Assets\AmplifyTexture\Scripts\Runtime\VirtualTexturing<br />
::YourProject\Assets\AmplifyTexture\Shaders<br />
::YourProject\Assets\AmplifyTexture\Textures<br />
::YourProject\Assets\AmplifyTexture\ThirdParty<br />
::YourProject\Assets\AmplifyTexture\Tools (Full Version)<br />
::YourProject\Assets\Plugins<br />
::YourProject\Assets\Plugins\x86<br />
::YourProject\Assets\Plugins\x86_64<br />
<br />
=== Third Party Packages ===<br />
<br />
When Amplify Texture 2 detects a compatible third party product it will give you the option to automatically import the necessary pre-converted AT compatible shaders. When using the Alloy, Skyshop or other compatible products, make sure that when importing the provided Unity package that it corresponds to the third party shader version in your Project.<br />
<br />
<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/12/Shaderversion.jpg</div><br />
<br />
== Steps to Amplify Your Scene == <br />
<br />
1. Add the Amplify Texture Manager to your scene.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot1.jpg</div><br />
<br />
2. Create a new Virtual Texture Asset and configure the appropriate values as required.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot2.jpg</div><br />
<br />
=== Virtual Textures ===<br />
<br />
Virtual Texture setup is crucial in order to fully take advantage of the features provided. Keep in mind that you can use several virtual textures per-scene, it’s a good practice to seperate virtual textures by type in order to avoid rebuilding the entire collection. e.g. 1 Virtual Texture characters and another for vehicles.<br />
<br />
{| cellpadding="10"<br />
|<br />
<br />
==== Properties ====<br />
'''Hardware Level'''<br />
*Amplify Texture 2 streams all the textures required in a set of tiles. This is a quick and simple way to setup your target hardware by limiting the maximum size per-tile.<br />
'''Virtual Size'''<br />
*The actual pixel size of the virtual texture, from 32 thousand square pixels up to 256 thousand.<br />
'''Tile Size'''<br />
*Maximum tile size set in the Hardware Level option, although currently there is only 1 value this might be subject to change.<br />
'''Compression Type'''<br />
*Overall compression mode for the virtual texture, Lossy or Lossless.<br />
'''UV Coord Set'''<br />
*Unique UV Channel to use, subject to change.<br />
<br />
Additionally, as you can see from the image on the right, you can also trigger a virtual texture update, rebuild or material update, directly in the inspector window.<br />
<br />
==== Layers ====<br />
<br />
'''Layout Preset'''<br />
*Pre-made Channel layouts for specific third party frameworks such as Alloy, Skyshop and Lux.<br />
'''Channels'''<br />
*In this area, depending on your project requirements, you can define which Channels should be virtualized. Click on any channel to edit its individual compression value or Shader Property.<br />
|http://wiki.amplify.pt/images/wp-content/uploads/2017/04/VTSample.jpg<br />
|}<br />
<br />
3. Define which Material folders will be monitored by the Virtual Texture.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot3.jpg</div><br />
<br />
This is one of the most important steps in setting up Amplify Texture 2. Here you can directly define which material folders should be included in a given virtual texture, you can add as many folders as required.<br />
<br />
Alternatively, if you plan on using a single Virtual Texture, simply add the Unity Asset Project Folder in order to include all the compatible materials available.<br />
<br />
4. Add the created Virtual Texture into the Amplify Texture Manager.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot4.jpg</div><br />
<br />
=== Amplify Texture Manager === <br />
<br />
{| cellpadding="10"<br />
|<br />
<br />
'''Virtual Textures'''<br />
*Array of Virtual Texture Assets used in the scene, you can set its size and elements at any time.<br />
<br />
'''Targeted Cameras'''<br />
*Array of cameras that will be able to stream and view virtualized content. For performance reasons, only the active camera should be listed. By default, AT will use the active camera, this option is useful for multi-camera setups. For most projects, unless you encounter specific issues, you wont need to add your camera to the array.<br />
<br />
'''Multi GPU'''<br />
*Here you can set the amount of GPUs used for Alternate Frame Rendering (AFR).<br />
<br />
'''Editor Runtime'''<br />
*Values set here apply only to the Unity Editor, the runtime values are set in the Amplify Camera Component.<br />
<br />
'''Cache Size'''<br />
*Streamed Page Size directly correlates to VRAM used, think of it as an overall quality setting.<br />
'''Pages Per Frame'''<br />
*On lower end devices, lowering this value will attenuate CPU usage.<br />
'''Streaming Threads'''<br />
*Direct control of working threads.<br />
'''Pre Pass Width/Height'''<br />
*Amplify Texture 2 uses a pre-pass method in order to determine which tiles to stream.<br />
'''Auto Pre Pass Dimensions'''<br />
*Overrides the values above.<br />
'''Pre Pass Fov/Scale (Pixels)'''<br />
*You can set a higher Fov value in order to stream more adjacent tiles; adjusting the Fov will not alter the visual representation of the Fov in the Unity Camera Component.<br />
'''Auto Pre Pass Fov Dimensions'''<br />
*Overrides the values above.<br />
'''Mip Bias'''<br />
*A positive bias makes a texture appear extra blurry, while a negative bias sharpens the textures. Think of it as Sharpness based on distance, closest to farthest tile.<br />
'''Debug Display'''<br />
*Here you can toggle the debug view for Cache, Table, and Pre Pass.<br />
|http://wiki.amplify.pt/images/wp-content/uploads/2017/04/ATManager.jpg<br />
|}<br />
<br />
5. The next step is to create an Amplify Texture Camera.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot5.jpg</div><br />
<br />
6. Alternatively you can add the Amplify Texture Runtime script to your own camera.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot6.jpg</div><br />
<br />
=== Amplify Texture Runtime ===<br />
<br />
{| cellpadding="10"<br />
|<br />
'''Cache Size'''<br />
*Streamed Page Size directly correlates to VRAM used, think of it as an overall quality setting.<br />
'''Pages Per Frame'''<br />
*On lower end devices, lowering this value will attenuate CPU usage.<br />
'''Streaming Threads'''<br />
*Direct control of working threads.<br />
'''Pre Pass Width/Height'''<br />
*Amplify Texture 2 uses a pre-pass method in order to determine which tiles to stream.<br />
'''Auto Pre Pass Dimensions'''<br />
*Overrides the values above.<br />
'''Pre Pass Fov/Scale (Pixels)'''<br />
*You can set a higher Fov value in order to stream more adjacent tiles; adjusting the Fov will not alter the visual representation of the Fov in the Unity Camera Component.<br />
'''Auto Pre Pass Fov Dimensions'''<br />
*Overrides the values above.<br />
'''Mip Bias'''<br />
*A positive bias makes a texture appear extra blurry, while a negative bias sharpens the textures. Think of it as Sharpness based on distance, closest to farthest tile.<br />
'''Debug Display'''<br />
*Here you can toggle the debug view for Cache, Table, and Pre Pass. <br />
|http://wiki.amplify.pt/images/wp-content/uploads/2017/04/ATCamera.jpg<br />
|}<br />
<br />
7. Finalizing the scene setup.<br />
<br />
=== Automatic Conversion ===<br />
<br />
Amplify Texture 2 provides a simple method of automatically converting your standard Unity scene into an amplified version or vice versa. Alternatively, you can setup your scene as you would with any other shaders and trigger the Virtual Texture build process manually.<br />
<br />
After [[#Steps to Amplify Your Scene|setting up AT2]], simply open the Tool window and click on “Unity to Virtual”. That’s all you need to do in order to amplify your existing scene<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot8.jpg</div><br />
<br />
<br />
=== Manual Conversion ===<br />
<br />
Alternatively, you can directly add your materials as you would with any other shaders and simply trigger the virtual texture build when required. By applying a Amplify Texture compatible shader and saving your scene, Amplify Texture 2 will automatically build the required virtual textures. Applying or creating virtualized Unity materials follows the same steps as Standard Materials, the only difference being the shader used.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot9.jpg</div><br />
<br />
Likewise, using third party shader frameworks is just as simple.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot10.jpg</div><br />
<br />
In Unity 5(1), after importing the shader package the legacy Unity 4 shaders will still be available for use. Do note that Unity 5 virtual textures can only be used with the new Standard(Metallic)/Standard Specular shaders, for legacy Unity 4(2) shaders use the Unity 4 virtual texture preset.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/12/shot9_a.jpg</div><br />
<br />
== Node-based Shader Editors ==<br />
=== Amplify Shader Editor ===<br />
There's an easy way to build AT2 compatible shader without writing a single line of code'''<br />
<br />
Check out our node-based shader editor, it's the quickest way to create AT2 compatible shaders.<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">https://i.imgur.com/hVMKByH.jpg</div><br />
<br />
Try it today: [https://www.assetstore.unity3d.com/en/#!/content/68570?aid=1011lPwI&pubref=Wiki Amplify Shader Editor]<br />
<br />
== Troubleshooting ==<br />
<br />
=== Installation & Update Issues === <br />
<br />
When upgrading from very early development builds we strongly recommend doing a complete re-install. A new installation will ensure that Amplify Texture 2 performs as expected.<br />
<br />
1. Close Unity and Backup any custom data.<br />
<br />
2. Delete the Amplify Texture folder [PROJECT]/Assets/AmplifyTexture<br />
<br />
3. Delete the native AT2 DLLs AmplifyTextureNative.dll and AmplifyTextureNativeEditor.dll, both present in [PROJECT]/Assets/Plugins/x86 and the /x86_64 folder.<br />
<br />
4. Delete the AT2 Cache Folder [PROJECT]/Library/AmplifyCache<br />
<br />
5. Follow the installation instructions in chapter 1.<br />
<br />
Installing the full version over the trial version with your scene open may cause some Unity errors related to native plugins. To avoid these, unload your scene – or shutdown Unity – and delete any Amplify Texture related DLLs in the “Assets/Plugin” folder – where the native plugins reside – before loading up your project again importing the new package.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2013/07/error.png<br />
</div><br />
<br />
Do not install Amplify Texture over our older product “Amplify Virtual Texturing” or “Amplify Texture 1”, this will certainly cause technical issues. Only one of the plugins may be used at any time.<br />
<br />
We advise you to always use the latest version of Amplify Texture 2.<br />
<br />
=== Abnormal Third Party Materials ===<br />
<br />
1.Check if the third party package version matches the provided AT2 package.<br />
<br />
2.Make sure the Virtual Texture is using the correct Preset and that the required channels are active; Diffuse, Specular, Normal etc.<br />
<br />
Keep in my that in Unity 5 the legacy AT2 shaders use the Unity 4 Preset; the Unity 5 Presets are reserved for the new Standard and Standard Specular Setup shaders.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/12/layers.jpg</div><br />
<br />
Debug Information<br />
<br />
1. Runtime debug information can be enabled in the Amplify Texture Camera component. Visible only during Play mode using the active camera. 1 – Texture Tiles, 2 – Culling Pre-Pass, 3 – Page Table.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2015/04/DebugRuntime.jpg</div><br />
<br />
2. Editor debug information can be enabled in the Amplify Texture Manager component . Visible only in the editor Game window during edit mode using the active Editor windows view camera. 1 – Texture Tiles, 2 – Culling Pre-Pass, <br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2015/04/DebugEditor.jpg</div><br />
<br />
=== Common Pitfalls & Possible Solutions ===<br />
<br />
'''Black Scene without textures'''<br />
*Possible incorrect cull mask setup, check the cull mask options in the Amplify Texture Manager component. Non-virtualized materials/object layers should be removed from the selection.<br />
'''Missing page file warnings'''<br />
*The virtual texture was not built or is empty due to miss configuration or other possible issues.<br />
'''Material search folder warnings or virtual texture not building'''<br />
*Check if the virtual texture is pointing into the correct folder(s).<br />
'''Virtual texture not updating'''<br />
*There were significant shader changes, “Force Update Materials” in the virtual texture inspector panel. In some cases if the problem is not solved users should rebuild the virtual texture.<br />
'''Textures are blurred during play'''<br />
*Check if the active camera has the Amplify Texture Runtime component and the state (on/off). If the component is off check the log for possible errors.<br />
'''Textures are blurred when occluded by particles or semi-transparent materials'''<br />
*Add all non-virtualized materials, such as particles for example, to a specific layer and disable it in the Amplify Texture manager culling mask options. The non-virtualized semi-transparent materials block the pre-pass process used to determine which materials to stream.<br />
'''Incorrect normal maps, color inconsistencies'''<br />
*Do not use any of the Unity image tools such as “normal map from grays” and do not use the Unity automatic CMYK to RGB conversion.<br />
'''Unexpected code issues on existing projects with previously working AT2 non-source code builds'''<br />
*As of Alpha 32 the full AT2 version includes source code that might conflict with some of your existing Classes.<br />
If you are still experiencing AT2 related issues, please contact support@amplify.pt with the Log Information (if available), Unity & AT2 Version, Render Mode, DirectX Version and OS Information; any additional information would be extremely helpful in our debug process.<br />
<br />
== Warnings & Error handling ==<br />
<br />
When an error occurs or you cancel the Virtual Texture build process, Amplify Texture will auto-deactivate by disabling the Manager component.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2013/07/at-man-image007.png</div><br />
<br />
While Amplify Texture remains deactivated, a placeholder material will be shown instead of any virtualized materials. This means that, if your scene is shown with textures similar to the image below, your Manager was probably deactivated for some reason and you should have a look at your console to see if any errors were thrown by AmplifyTexture.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2013/07/at-man-image008.png</div><br />
<br />
To reactivate Amplify Texture goto your scene Hierarchy, select your “AT » Manager” object and activate the “AmplifyTextureManager” component listed in the Inspector.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot31.jpg</div><br />
<br />
Notes:<br />
<br />
Some warnings will require user action in order to continue.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot30.jpg</div><br />
<br />
This warning appears when the default search folder is not set in a used Virtual Texture; to proceed, simply add the appropriate folder and rebuild the Virtual Texture.<br />
<br />
*Make sure that all warnings or errors are fixed before reactivating the Manager.<br />
*If an incremental build was canceled, it will be resumed after reactivation.<br />
<br />
== How To Convert Your Own Shaders ==<br />
<br />
<br />
'''Wait, there's an easier way!'''<br />
<br />
Check out our node-based shader editor, it's the quickest way to create AT2 compatible shaders.Try it today: [https://www.assetstore.unity3d.com/en/#!/content/68570?aid=1011lPwI&pubref=Wiki Amplify Shader Editor]<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">https://i.imgur.com/hVMKByH.jpg</div><br />
<br />
<br />
You can convert any of your existing shaders to support texture virtualization, except semi-opaque/transparent. We provide a conversion pack to demonstrate how a regular shader like “Bumped Specular” can be adapted to work with virtualized textures.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/BumpSpec-Diff.png</div><br />
<br />
Amplify Texture 2 – Shader Conversion Pack: [http://wiki.amplify.pt/images/wp-content/download/AmplifyTexture2-ShaderConvPack.zip Download]<br />
<br />
== Third Party Physically Based Shaders ==<br />
<br />
Using compatible third party shaders with Amplify Texture 2 is extremely simple and quick to setup.<br />
<br />
1. Import your preferred third-party package, Alloy, Skyshop or Lux. Be sure to use the latest version made available by the developer; using older versions may cause some shaders to display incorrectly.<br />
<br />
2. Double-click on your package of choice located in “\AmplifyTexture\ThirdParty\” in order extract the AT2 compatible shaders. After extraction, you should see a folder with the same name as the third-party shader package.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot26.jpg</div><br />
<br />
Note: We do not recommend moving the created folders at this stage, however, you may do so if you keep all folders at same level.<br />
<br />
e.g. If you moved the Marmoset Folder from the Asset Folder root to “Assets\External Frameworks\”, in order to avoid possible issues, you would have to move the Amplify Texture folder as well.<br />
<br />
3. Create a Virtual Texture using the preset required and activate the required channels. e.g. Skyshop Preset + Specular Layer, we will be using a Bumped Specular Material as an example.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot28.jpg</div><br />
<br />
4. You are now ready to use third-party amplified shaders; simply select the shader and apply as you would with any other standard shader. Do note that depending on how you organize your folders the shader location in the Material Dialog might change; below is an example of the extraction result in step 2; “\AmplifyTexture\ThirdParty\”.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot27.jpg</div><br />
<br />
== Tessellation & Displacement Support ==<br />
<br />
Amplify Texture 2 supports Virtualized Displacement and Tessellation, to take advantage of this technique simply set your Unity Project Player Settings to DX11 and apply the AT2 Tessellation Shader to your Material.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot29.jpg</div><br />
<br />
Be sure to use appropriate texture padding, especially if you are using Multi-Tile Uv collections. If you notice displacement seams on your model, insufficient padding is probably the cause.<br />
<br />
Tips:<br />
<br />
If recreating the texture is not an option you can always expand the texture edges in order to approximate padding. Manually with the Photoshop Minimum and Maximum filter or with Solidify.<br />
<br />
Solidify for Photoshop: [http://www.flamingpear.com/dl/freebies.zip Windows] [http://www.flamingpear.com/dl/freebies.dmg Mac] <br />
<br />
=== Recommended Texture Padding ===<br />
<br />
::128×128 – 2px<br />
::256×256 – 2px<br />
::512×512 – 4px<br />
::1024×1024 – 8px<br />
::2048×2048 – 16px<br />
::4096×4096 – 32px<br />
::8192×8192 – 64px<br />
::16384×16384 – 128px<br />
<br />
== Transparent Surfaces and GUI/HUD Elements ==<br />
<br />
Semi-opaque or Transparent surfaces cannot be virtualized and these surfaces may block virtualized surfaces’ texture tiles from being streamed. For example, when using GUI/HUD or similar elements, Particle System or other assets with a transparent materials, virtualized surfaces behind it may not stream correctly. To fix this, all you need to do is change the layer these objects to TransparentFX. This way they’ll be automatically ignored because the default Manager’s “Culling Mask” is set to include only the Default layer.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot36.jpg</div><br />
<br />
You can also solve this problem by creating a new layer specifically for virtualized surfaces. Then setting this Layer on all virtualized objects and changing Manager’s “Culling Mask” to include only that layer, exclusively.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot37.jpg</div><br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot39.jpg</div><br />
<br />
Note: Only virtualized surfaces need to be “seen” by Amplify Texture.<br />
<br />
== Artistic and Technical Considerations ==<br />
<br />
=== Recommendations === <br />
<br />
*All textures should have power-of-two (POT) dimensions on both sides. Non-power-of-two (NPOT) textures will be rescaled to the next closest POT dimension. Avoid NPOT at all costs because it will slow down VT processing.<br />
*All textures should have dimensions equal or larger than 128 pixels. Textures smaller than 128 pixels will be rescaled to match this requirement.<br />
*For best results, the size of input textures should match on a per-material basis. Smaller textures will be rescaled using a cheap bilinear filter to match the largest texture on the material. E.g. match diffuse map size to normal map to avoid wasting space.<br />
*When using Multi-Tile UV collections, avoid using special characters in your filenames. Some non-alphanumeric characters may throw off the detection process, instead try to use simple naming conventions. e.g. “Character1Diffuse.1001.tga”, “Character1Normal_x0_y0.tga”, “Character1Occlusion_x1_y1.tga”<br />
*Non-square power-of-two textures are supported, however, not recommended due to irregular virtual texture packing.<br />
*If the same square size is used for all textures, the virtual texture packing layout will be optimal.<br />
<br />
=== Culling Mask ===<br />
<br />
This plug-in works by using analyzing surfaces visible from the camera in order to select which tiles to load from the large virtual texture. More often than not, however, these surfaces may be blocked by transparent decals, particles, vegetation, or even partially covered by fully opaque or cutout/alpha-test surfaces. When this happens, due to this technique’s inability to handle transparent objects or multiple layers of opaque surfaces, the system will not be able to select and stream the correct pages, usually resulting in blurry tiles.<br />
<br />
Amplify Texture provides a mechanism to prevent surfaces using regular materials from interfering with tile visibility analysis. This mechanism is provided by setting the Culling Mask field, in the Manager, to a value that identifies only surfaces that have been virtualized (contain Amplify Texture-compatible materials). Additionally, you may find a tool in the “Window/Amplify Texture/Tools” menu that will automatically traverse the whole scene and assign a specific layer to these virtualized/Amplified objects. After assigning a specific layer to these objects, and setting the Manager’s Culling Mask to the same value, these objects and their surfaces will be exclusively analyzed by the system without interference from regular Unity surfaces.<br />
<br />
== Multi-Tile UV Workflow ==<br />
<br />
Multi-Tile UV workflows allow you to take your texture resolution into unrivaled levels of detail. Other than the increase in possible quality and overall texel density, this workflow brings a multitude of improvements regarding performance and management of texture collections.<br />
<br />
Performance is key, you can take advantage of Multi-Tile UV workflows even if you are not aiming at extreme resolutions. Any texture tile collection, regardless of the number, will be considered to be a single texture by Amplify Texture 2. As you can imagine this brings fantastic opportunities for scene optimization without compromising texture quality.<br />
<br />
Using Multi-Tile UV collections with Amplify Texture 2 is extremely simple. Our technology will automatically batch entire collections, be it MARI UDIM tiles, Zbrush, Mudbox or compatible naming conventions.<br />
<br />
Most mainstream authoring software supports multi-tile uv’s. In very simple terms, it simply means that you can use more than 1 texture per material ID. Take a simple character for example, in the past if you wanted to use 1 texture for the body and 1 texture for the head, you would end up with 2 draw calls and wasted texel space, not to mention the added work and possible issues of dividing the actual mesh. With Amplify Texture 2 you can go beyond the usual 0,1 UV space without compromising performance.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot14.jpg</div><br />
<br />
The possibilities are endless, imagine adding hundreds of 16k tiles to a terrain, batching dozens of textures in an entire set of shared materials for a given large level down to less than 10 texture draw calls; you are free from the usual limitations.<br />
<br />
1. To use a texture collection, simple add the first tile to your Amplify Texture compatible Material and hit CTRL-S to save the scene. All the tiles will be automatically added to the virtual texture.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot11.jpg</div><br />
<br />
Note: Amplify Texture 2, like MARI, fully supports overlapped UV quadrants. (UV clusters/ across several tiles). Dividing your UV’s into isolated tiles is not mandatory.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot13.jpg</div><br />
<br />
When using the Amplify Texture 2 Terrain Shader, Unity Terrains will automatically use Normals and Color Multi-Tile Collections without needing to manually adjust the UV’s.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/12/TerrainTiles.jpg</div><br />
<br />
Users can still use Terrain Displacement Maps (RAW) but they will not be virtualized. Terrain support is currently in development, more features will be added in the future.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/12/TerrainTiles2.jpg<br />
</div><br />
<br />
== External Multi-Tile Bake Tools and Additional Resources ==<br />
<br />
Many authoring software developers have already expanded on their Multi-Tile UV support and functionalities. In this section, we briefly cover, not in any particular order, some of main suites used across different fields. From Autodesk 3ds Max to Maya & Mudbox, Pixologic Zbrush, The Foundry MARI & Modo, 3D-Coat, World Machine and Global Mapper.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2017/04/shot32.jpg</div><br />
<br />
=== 3ds Max ===<br />
<br />
[http://amplify.pt/tools/multitilebaketool/ Multi-Tile UV Bake Tool for 3dsMax]: This Tool is free for all Amplify Texture 2 users and will be included in the AT2 Unity Package.<br />
<br />
Multi-Tile UV Bake Tool: [[3ds_Max_Products:Multi-Tile_UV_Bake_Tool/Manual| Manual]]<br />
<br />
{| cellpadding="10"<br />
|<br />
<br />
==== Multi-Tile Bake Tool ====<br />
<br />
*Supports all rendering engines, vanilla and external, Vray, Brazil etc.<br />
*Any image format, including Exr and HDR.<br />
*Perfect for games, architectural previsualization and other simulations.<br />
*Fully supports MARI UDIM, Zbrush and Mudbox Tile export.<br />
*Takes all bake information directly from pre-set Render To Texture settings.<br />
*Automatically scans for available tiles, bakes and names collections accordingly to tile type and UV position.<br />
*Multi-Object automated batch bake.<br />
*Includes several override options, such as collection texture and padding size, UV bake channel, folder scheme etc.<br />
*Experimental tools for Post-Bake UV transfer, auto-tile generation (automatic Flatten and Pack) and texel density override.<br />
|http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot16.jpg<br />
|}<br />
<br />
=== Maya ===<br />
<br />
Maya offers more flexible creation and bake tools when compared with 3ds Max. Although possible, the Multi-Tile bake process is mostly manual.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot17.jpg</div><br />
<br />
'''Tutorial'''<br />
<br />
Maya Multi-Tile UV: [http://area.autodesk.com/tutorials/part_1_multi_tile_uv_mapping Quick Start Tutorial]]<br />
<br />
'''Third-Party Scripts'''<br />
<br />
Vray Dirt Bake by Andrew Kin: [http://druie.blogspot.ca/ Homepage] - [http://www.creativecrash.com/maya/script/maya-multi-tile-v-ray-dirt-baker Download]<br />
<br />
MARI UDIM Bake Tool by Will Earl: [http://earlyworm.org/ Homepage] - [http://earlyworm.org/3d/python/bakeUDimTiles.py Download]<br />
<br />
=== Mudbox ===<br />
<br />
Mudbox fully supports Multi-Tile UV Mapping, sculpting, texturing and baking of tile collections; and it even supports interchangeable Ptex – UV bakes.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot18.jpg</div><br />
<br />
'''Tutorial'''<br />
Mudbox Multi-Tile UV: [http://area.autodesk.com/tutorials/part_2_multi_tile_uv_mapping_multi_tile_painting_in_mudbox Quick Start Tutorial]<br />
<br />
=== MARI ===<br />
<br />
MARI is the industry standard for advanced, non-destructive, 3D Paint. Built around the concept of Multi-Tile UV and texture virtualization, it fully supports all required operations, including interchangeable Ptex – UV bakes.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot19.jpg</div><br />
<br />
'''Tutorials'''<br />
<br />
MARI: [http://www.thefoundry.co.uk/products/mari/learn/ Learning Resources]<br />
<br />
=== MODO ===<br />
<br />
MODO combines powerful animation, sculpting, effects and rendering in a next generation 3D modeling integrated package. A all-in-one industry leading solution, from hobbyist to VFX Powerhouses, MODO is your gateway into professional level, affordable tools.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot20.jpg</div><br />
<br />
'''Tutorials'''<br />
<br />
MODO: [http://www.thefoundry.co.uk/products/mari/learn/ Learning Resources]<br />
<br />
MODO Baking UI Toolkit: [https://www.youtube.com/watch?v=wTRY9M2LsJA UDIM Workflow]<br />
<br />
MODO: [http://vimeo.com/92620787 UDIM Workflow]<br />
<br />
=== Zbrush ===<br />
<br />
Zbrush fully supports Multi-Tile UV Mapping, sculpting, UV Generation with UV Master, texturing and baking of tile collections.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot21.jpg</div><br />
<br />
Export is easily accessible via the Multi Map Exporter; in order to use Multi-Tile UV in your meshes simply use UV Groups, found under Polygroups.<br />
<br />
'''Resources'''<br />
<br />
Manual Reference: [http://docs.pixologic.com/user-guide/zbrush-plugins/multi-map-exporter/ Multi Map Exporter]<br />
Multi Map Exporter: [http://docs.pixologic.com/user-guide/zbrush-plugins/multi-map-exporter/ Reference PDF]<br />
<br />
=== 3D Coat ===<br />
<br />
3D-Coat is a all-in-one toolbox for sculpting, texturing and retopology.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot22.jpg</div><br />
<br />
'''Tutorial'''<br />
<br />
Multi UV: [https://www.youtube.com/watch?v=Fv4UsDbtiPg Overview]<br />
<br />
=== World Machine ===<br />
<br />
World Machine is an extremely powerful suite for procedural terrain generation, simulations of nature eroding processes and interactive editing. You can build and export high resolution heightfields, textures and meshes; full integrated tile export support.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot23.jpg</div><br />
<br />
'''Resources'''<br />
<br />
World Machine: [http://www.world-machine.com/learn.php?page=userguide Manual]<br />
<br />
=== Global Mapper ===<br />
<br />
Global Mapper is an affordable and easy-to-use GIS Data processing application that offers access to an unparalleled variety of spatial datasets and integrated tile export support.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot24.jpg</div><br />
<br />
Note: In order to export collections compatible with AT2 or similar naming conventions some tile export options will have to be adjusted.<br />
<br />
{| cellpadding="10"<br />
|<br />
<br />
<ul><br />
#Specify the pixel size per-texture tile exported.<br />
#Separate Column/Rows.<br />
#Numbered export.<br />
#Start at 0 with prefix “x”.<br />
#Start at 0 with prefix “y”.<br />
#Do not prepend 0s.<br />
#This is one of the most important steps, without it tile collections will not be exported properly.<br />
</ul><br />
<br />
|http://wiki.amplify.pt/images/wp-content/uploads/2014/12/gmManual.jpg<br />
|}<br />
<br />
'''The same applies when adding grid areas to your workspace.'''<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/12/gmManual2.jpg</div><br />
<br />
'''Tutorials'''<br />
<br />
Global Mapper: [https://www.youtube.com/user/BlueMarbleWebinars/videos Tutorials]<br />
<br />
=== World Composer ===<br />
<br />
World Composer is a great way to quickly extract data sets from the Microsoft Bing Map service. You can easily extract Heightmaps and Colormaps up to 16kx16k pixels; do keep in mind that AT2 only supports the exported image result from World Composer, single images or compatible _x _y tile sets.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot25.jpg</div><br />
<br />
'''Product Page'''<br />
<br />
World Composer: [https://www.assetstore.unity3d.com/en/#!/content/13238?aid=1011lPwI&pubref=AmplifyHQ Unity Asset Store]<br />
<br />
== VR Devices & Multiple Camera Setups ==<br />
<br />
Amplify Texture 2 fully supports VR devices. In addition, AT2 is fully configurable and allows for flexible multi-camera setups.<br />
<br />
=== HTC VIVE ===<br />
<br />
Add the Amplify Texture Camera component to the Main Camera (eye). Alternatively, you can add the Main Camera (eye) to the camera list in the Amplify Texture Manager, the AT2 camera component will be automatically added.<br />
<br />
=== Oculus ===<br />
<br />
Add the Amplify Texture Camera component to the Main Oculus camera. Alternatively, you can add the Main Camera to the camera list in the Amplify Texture Manager, the AT2 camera component will be automatically added.<br />
<br />
=== Compatible Devices ===<br />
<br />
Add the Amplify Texture Camera component to the Main Camera responsible for drawing your game view, it’s usually the camera used for standard image effects. Alternatively, you can add your Main Camera to the camera list in the Amplify Texture Manager, the AT2 camera component will be automatically added.<br />
<br />
'''Multiple Camera Setups for Legacy Hardware or Custom Requirements'''<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot33.jpg</div><br />
<br />
In order to use multiple cameras, simply set the number of cameras required and add them to the appropriate slots in the Amplify Texture Manager.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot35.jpg</div><br />
<br />
Note: Each active listed camera will independently stream from the available virtual textures; as a result, although it may not be an issue for 2 cameras, as you increase the number, so will the necessary computing resources.<br />
<br />
Consider the following; if both cameras point roughly to the same area, in other words, if you could fit the entire area covered by 2 cameras into a 3rd camera with a slightly higher FOV, it would be best to use the 3rd camera for Virtual Texture Streaming, processing requirements would be considerably reduced. Camera position offset exaggerated in the image below as an example.<br />
<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">http://wiki.amplify.pt/images/wp-content/uploads/2014/08/shot34.jpg</div><br />
<br />
== Feedback ==<br />
<br />
When a fatal error occurs within Amplify Texture, an error dump file is generated containing critical information to help solve the problem. You may find this file in the root of your assets folder — e.g. “YourProject/Assets/amperr.dump” — after a critical error. Please include this file when reporting fatal errors.<br />
<br />
To file error reports, questions or suggestions, feel free to [http://www.amplify.pt/contact get in touch directly].<br />
<br />
== Legacy Updates (2.0.3 a32) ==<br />
<br />
'''Updating from version version 2.0.3 a32 or higher'''<br />
<br />
As of version 2.0.3 a32, we simplified the process of updating Amplify Texture 2. From Trial to Full, or simply when updating your current full version. The following instructions apply both to Unity 4.6 and Unity 5.<br />
<br />
<ul><br />
#Disable the Amplify Texture Manager component – or create a new empty scene.<br />
#Close and reopen Unity.<br />
#Import the new package.<br />
#The update is complete and ff you followed all the steps required, all the component connections should still be active.<br />
</ul><br />
<br />
'''Updating from version version 2.0.3 a31 or lower'''<br />
<br />
Updating the trial or full version to the latest amplify texture 2 build, version 2.0.3 a 32 and up involves a few manual steps. The following instructions apply both to Unity 4.6 and Unity 5.<br />
<br />
<ul><br />
#Disable the Amplify Texture Manager component – or create a new empty scene.<br />
#Close Unity.<br />
#Delete the native AT2 DLLs AmplifyTextureNative.dll and AmplifyTextureNativeEditor.dll, both present in [PROJECT]/Assets/Plugins/x86 and the /x86_64 folder.<br />
#Reopen Unity.<br />
#Import the AT2 new package.<br />
#If you followed all the steps required, you are now ready to take advantage of the latest AT2 version and all the great features available. Keep in mind that updating from older versions to 2.0.3 a 32 or higher will likely break your component connections.<br />
</ul><br />
<br />
== Third Party Libraries ==<br />
<br />
This software uses the FreeImage open source image library. See [http://freeimage.sourceforge.net http://freeimage.sourceforge.net] for details. FreeImage is used under the FreeImage Public License, version 1.0. This software uses jpeg-compressor, by Rich Geldreich. See [http://code.google.com/p/jpeg-compressor http://code.google.com/p/jpeg-compressor] for details<br />
<br />
[[Category:Manual]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Texture/Tutorials/Unity_5_In-Depth_Tutorial&diff=791Unity Products:Amplify Texture/Tutorials/Unity 5 In-Depth Tutorial2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
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|alignment=right<br />
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<br />
Installation and scene setup overview with various examples and useful workflow tips. Apart from the specific Unity 5 features demonstrated in this video, the information provided also applies to Unity 4.<br />
<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Texture/Tutorials/Quick_Start_Tutorial&diff=789Unity Products:Amplify Texture/Tutorials/Quick Start Tutorial2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
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<div>{{#evt:<br />
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<br />
This tutorial covers the basic process of setting up scenes with Amplify Texture 2 and how to use our Automated Conversion Tool. AT2 works in a contextual manner; meaning that each scene can have its individual Streaming Settings, Virtual Textures and their actual parameters, such as compression and Channel Use.<br />
<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Texture/Tutorials/Installing_Updating&diff=787Unity Products:Amplify Texture/Tutorials/Installing Updating2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
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<div>{{#evt:<br />
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}}<br />
<br />
Starting from Alpha 32 we simplified the process of updating Amplify Texture 2, from trial to full or simply when updating to the latest full version.<br />
<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Texture/Tutorials/Exporting_Custom_Channels_for_PBR_Workflows&diff=785Unity Products:Amplify Texture/Tutorials/Exporting Custom Channels for PBR Workflows2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
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<div>{{#evt:<br />
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|id=https://youtu.be/BZScqNG7o1g<br />
|alignment=right<br />
}}<br />
<br />
With a few steps you can export game ready UDIM tile collections. Useful for metallic/specular or similar workflows, you will be able to pack any MARI channel required.<br />
<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Texture/Tutorials/Amplify_Terrain_101&diff=783Unity Products:Amplify Texture/Tutorials/Amplify Terrain 1012023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
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<div>{{#evt:<br />
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<br />
This video demonstrates how to use Virtualized Multi-Tile UV Collections with Unity Terrains. It also describes some of the functionalities provided by World Machine and what type of terrain support is currently available in Amplify Texture 2.<br />
<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Texture/Tutorials/Alloy_3_Crash_Course_by_RUST_LTD&diff=781Unity Products:Amplify Texture/Tutorials/Alloy 3 Crash Course by RUST LTD2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
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<div>{{#evt:<br />
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<br />
A comprehensive walktrough of all the amazing features provided by Alloy 3. Definitely one to watch if you intend to make the most out of AT2 & Alloy.<br />
<br />
[[Category:Tutorials]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Texture&diff=779Unity Products:Amplify Texture2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>{|style="width:100%;"<br />
|<br />
* [http://amplify.pt/unity/amplify-texture-2 Product Page]<br />
* [[Unity_Products:Amplify_Texture_2/Manual| Manual]]<br />
* [[Unity_Products:Amplify_Texture_2/Tutorials| Tutorials]]<br />
* [[Unity_Products:Amplify_Texture_2/Manual#Multi-Tile_UV_Workflow| Multi-Tile UV Workflow]]<br />
* [[Unity_Products:Amplify_Texture_2/Manual#Tessellation_.26_Displacement_Support| Tessellation & Displacement Support]]<br />
* [[Unity_Products:Amplify_Texture_2/Manual#How_To_Convert_Your_Own_Shaders| How To Convert Your Own Shaders]]<br />
* [[Unity_Products:Amplify_Texture_2/Manual#Third_Party_Physically_Based_Shaders| Third Party Physically Based Shaders]]<br />
* [[Unity_Products:Amplify_Texture_2/Manual#VR_Devices_.26_Multiple_Camera_Setups| VR Devices & Multiple Camera Setups]]<br />
* [[Unity_Products:Amplify_Texture_2/Manual#Troubleshooting| Troubleshooting]]<br />
|}<br />
<br />
<br />
[[Category:Editor Extensions]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Pack/URP&diff=777Unity Products:Amplify Shader Pack/URP2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div><span style="font-size: 120%;">[http://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570?aid=1011lPwI&pubref=Wiki Fully editable with '''Amplify Shader Editor'''] - [https://assetstore.unity.com/packages/slug/202484?aid=1011lPwI&pubref=Wiki Product Page] - [[Unity_Products:Amplify_Shader_Pack/HDRP| HDRP]] - [[Unity_Products:Amplify_Shader_Pack/URP| URP]] - [[Unity_Products:Amplify_Shader_Pack/BuiltIn| Built-in]]</span><br />
__NOTOC__<br />
<br />
<br />
== General Samples ==<br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/2DFractal.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''2D Fractal'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/2Sided.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''2 Sided'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/AnimatedFire.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Animated Fire'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/AnimatedUVDistortion.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Animated UV Distortion'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/Burn.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Burn'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/Coverage.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Coverage'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/CubemapReflections.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Cubemap Reflections'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/DissolveBurn.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Dissolve Burn'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/DitheringFade.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Dithering Fade'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/DoubleLayerCarShaders.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Double Layer Car Shaders'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/EnvironmentGradient.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Environment Gradient'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/FakeWindow.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Fake Window'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/ForceShield.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Force Shield'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/GlintSparkle.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Glint Sparkle'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/Highlight_Animated.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Highlight Animated'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/Hologram.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Hologram'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/LetItFlow.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Let it Flow'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/LowPolyWater.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''LowPoly Water'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/MaskedUI.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Masked UI'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/Matcap.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Matcap'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/Melting.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Melting'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/NormalExtrusion.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Normal Extrusion'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/ObjectNormalRefraction.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Object Normal Refraction'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/OmniDecal.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Omni Decal'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/OrientationBasedSprite.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Orientation Based Sprite'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/ParallaxMappingIterations.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Parallax Mapping Iterations'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/PlaneClip.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Plane Clip'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/LocalWorldPosCutOff.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Position CutOff'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/RadialUVDistortion.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Radial UV Distortion'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/ReadFromAtlasTiled.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Read From Atlas Tiled'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/ReflectRefractSoapBubble.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Reflect Refract Soap Bubble'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/RimLight.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Rim Light'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/SandPOM.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Parallax Occlusion Mapping'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/ScaleIndependentTile.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Scale Independent Tile'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/ScreenSpaceCurvature.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Screen Space Curvature'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/ScreenSpaceDetail.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Screen Space Detail'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/SimpleBlur.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Blur'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/SimpleGPUInstancing.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple GPU Instancing'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/SimpleNoise.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Noise'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/SimplePotionLiquid.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Potion Liquid'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/SimpleRefraction.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Refraction'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/SingleChannelMasking.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Single Channel Masking'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/Smear.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Smear'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/SRPUniversalTerrain.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''SRP Universal Terrain'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/StencilPortals.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Stencil Portals'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/Substance2018.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Substance 2018'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/Tessellation.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Tessellation'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/TextureArray.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Texture Array'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/ToonOutline.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Toon Outline'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/Translucency.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Translucency'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/Transmission.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Transmission'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/TransparentCutout.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Transparent Cutout'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/TriplanarProjection.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Triplanar Projection'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/TwoSideWithFace.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Two Sided With Face'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/UISpriteFX.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''UI Sprite FX'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/UVLightReveal.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''UV Light Reveal'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/VectorDisplacementMapping.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Vector Displacement Mapping'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/VertexNormalReconstruction.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Vertex Normal Reconstruction'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/WaterSample.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Water Sample'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/WorldPosSlices.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''WorldPos Slices'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/URP/XRay.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''XRay'''<br />
|}</div><br />
|}<br />
</div></div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Pack/HDRP&diff=775Unity Products:Amplify Shader Pack/HDRP2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div><span style="font-size: 120%;">[http://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570?aid=1011lPwI&pubref=Wiki Fully editable with '''Amplify Shader Editor'''] - [https://assetstore.unity.com/packages/slug/202484?aid=1011lPwI&pubref=Wiki Product Page] - [[Unity_Products:Amplify_Shader_Pack/HDRP| HDRP]] - [[Unity_Products:Amplify_Shader_Pack/URP| URP]] - [[Unity_Products:Amplify_Shader_Pack/BuiltIn| Built-in]]</span><br />
__NOTOC__<br />
<br />
== General Samples ==<br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/2DFractal.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''2D Fractal'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/2Sided.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''2 Sided'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/AnimatedFire.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Animated Fire'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/AnimatedUVDistortion.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Animated UV Distortion'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/BasicHDRPMaterialTypes.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Basic HDRP Material Types'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/Burn.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Burn'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/CubemapReflections.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Cubemap Reflections'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/DecalScifiPanels.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Decal Scifi Panels'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/DecalsMuddyGround.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Decals Muddy Ground<br />
'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/DissolveBurn.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Dissolve Burn'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/DitheringFade.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Dithering Fade'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/DoubleLayerCarShaders.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Double Layer Car Shaders'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/EnvironmentGradient.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Environment Gradient'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/FakeWindow.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Fake Window'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/ForceShield.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Force Shield'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/GlintSparkle.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Glint Sparkle'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/HDLitRefraction.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''HD Lit Refraction'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/Highlight_Animated.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Highlight Animated'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/Hologram.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Hologram'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/LetItFlow.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Let it Flow'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/LowPolyWater.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''LowPoly Water'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/Matcap.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Matcap'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/Melting.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Melting'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/NormalExtrusion.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Normal Extrusion'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/OmniDecal.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Omni Decal'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/OrientationBasedSprite.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Orientation Based Sprite'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/ParallaxMappingIterations.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Parallax Mapping Iterations'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/ParallaxOcclusionMapping.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Parallax Occlusion Mapping'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/PlaneClip.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Plane Clip'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/PositionCutoff.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Position Cutoff'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/RadialUVDistortion.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Radial UV Distortion'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/ReadFromAtlasTiled.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Read From Atlas Tiled'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/RimLight.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Rim Light'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/ScaleIndependentTile.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Scale Independent Tile'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/ScreenSpaceCurvature.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Screen Space Curvature'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/ScreenSpaceDetail.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Screen Space Detail'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/SimpleBlur.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Blur'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/SimpleGPUInstancing.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple GPU Instancing'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/SimpleNoise.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Noise'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/SimplePotionLiquid.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Potion Liquid'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/SimpleRefraction.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Refraction'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/SingleChannelMasking.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Single Channel Masking'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/Smear.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Smear'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/SnowAccum.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Snow Accum'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/Substance2018.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Substance 2018'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/Tessellation.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Tessellation'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/TextureArray.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Texture Array'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/TransparentCutout.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Transparent Cutout'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/TriplanarProjection.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Triplanar Projection'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/TwoSideWithFace.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Two Sided With Face'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/VectorDisplacementMapping.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Vector Displacement Mapping'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/VertexNormalReconstruction.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Vertex Normal Reconstruction'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/WaterSample.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Water Sample'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="URP" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/HDRP/WorldPosSlices.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''WorldPos Slices'''<br />
|}</div><br />
|}<br />
</div></div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Pack/BuiltIn&diff=773Unity Products:Amplify Shader Pack/BuiltIn2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div><span style="font-size: 120%;">[http://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570?aid=1011lPwI&pubref=Wiki Fully editable with '''Amplify Shader Editor'''] - [https://assetstore.unity.com/packages/slug/202484?aid=1011lPwI&pubref=Wiki Product Page] - [[Unity_Products:Amplify_Shader_Pack/HDRP| HDRP]] - [[Unity_Products:Amplify_Shader_Pack/URP| URP]] - [[Unity_Products:Amplify_Shader_Pack/BuiltIn| Built-in]]</span><br />
__NOTOC__<br />
<br />
== General Samples == <br />
<br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/2DFactal.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''2D Factal'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/2Sided.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''2 Sided'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/AnimatedFireShaderFunction.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Animated Fire'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/AnimatedUVDistortion.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Animated UV Distortion'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Burn.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Burn'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/CubemapReflections.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Cubemap Reflections'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/CustomLightingToon.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Custom Lighting Toon'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/CustomOutlineToon.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Custom Outline Toon'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/CustomRTRain.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Custom RT Rain'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/DissolveBurn.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Dissolve Burn'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/DitheringFade.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Dithering Fade'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/DoubleLayerCarShaders.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Double Layer Car Shaders'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/EnvironmentGradient.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Environment Gradient'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/FakeWindow.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Fake Window'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/FilmGrain.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Film Grain'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/ForceShield.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Force Shield'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Highlight_Animated.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Highlight Animated'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Hologram.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Hologram'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/LetItFlow.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Let it Flow'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/LowPolyWater.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''LowPoly Water'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/MaskedUI.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Masked UI'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Matcap.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Matcap'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Melting.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Melting'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/MultiPassDistortion.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''MultiPass Distortion'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/MosaicEffectPPS.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Mosaic Effect PPS'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/NormalExtrusion.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Normal Extrusion'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/ObjectNormalRefraction.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Object Normal Refraction'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/OrientationBasedSprite.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Orientation Based Sprite'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Outline.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Outline'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/ParallaxMappingIterations.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Parallax Mapping Iterations'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/ParticlesTest.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Heat Haze'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/PlaneClip.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Plane Clip'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/LocalWorldPos.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Position CutOff'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Pixelation.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Volumetric Pixelation'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Projectors.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Projectors'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/RadialUVDistortion.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Radial UV Distortion'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/ReadFromAtlasTiled.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Read From Atlas Tiled'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/ReflectRefractSoapBubble.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Reflect Refract Soap Bubble'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/RefractedShadows.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Refracted Shadows'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/RimLight.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Rim Light'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SandPOM.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Parallax Occlusion Mapping'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/ScaleIndependentTile.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Scale Independent Tile'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/ScreenSpaceCurvature.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Screen Space Curvature'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/ScreenSpaceDetail.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Screen Space Detail'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SimpleBlur.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Blur'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SimpleGPUInstancing.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple GPU Instancing'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SimpleLambert.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Lambert'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SimpleNoise.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Noise'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SimplePotionLiquid.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Potion Liquid'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SimpleRefraction.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Refraction'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SimpleSprite.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Sprite'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SimpleTerrainSample.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Simple Terrain Sample'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SingleChannelMasking.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Single Channel Masking'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Smear.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Smear'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SnowAccum.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Snow Accum'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Sobel.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Sobel'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SonarScan.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Sonar Scan'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/SpritesMask.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Sprites Mask'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/StencilExample.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Stencil Example'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Substance2018.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Substance 2018'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/TerrainSnowCoverageSample.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Terrain Snow Coverage Sample'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Tessellation.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Tessellation'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/TextureArray.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Texture Array'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Translucency.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Translucency'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Transmission.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Transmission'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Transparency.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Transparency'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/TriplanarProjection.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Triplanar Projection'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/TwoSideWithFace.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Two Sided With Face'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/UISpriteFX.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''UI Sprite FX'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/UnlitWithLightmap.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Unlit With Lightmap'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/UVLightReveal.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''UV Light Reveal'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/VertexNormalReconstruction.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Vertex Normal Reconstruction'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/WaterSample.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Water Sample'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/WorldPosSlices.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''WorldPos Slices'''<br />
|}</div><br />
|}<br />
</div><br />
<div class="sample"><br />
{| id="BuiltIn" class="wikitable" |<br />
|- <br />
| <div><img class="responsive-img" align="middle" src="http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/BuiltIn/Xray.jpg"></div><br />
<div><br />
{| style="width: 100%; height: 10px; text-align:center;"<br />
|- <br />
|'''Xray'''<br />
|}</div><br />
|}<br />
</div></div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Pack&diff=771Unity Products:Amplify Shader Pack2023-12-02T00:06:24Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>__NOTOC__<br />
<br />
{|style="width:100%;"<br />
|<br />
* [http://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570?aid=1011lPwI&pubref=Wiki Fully editable with '''Amplify Shader Editor''']<br />
* [https://assetstore.unity.com/packages/slug/202484?aid=1011lPwI&pubref=Wiki Product Page]<br />
----<br />
<br />
* [[Unity_Products:Amplify_Shader_Pack/HDRP | HDRP Shaders]]<br />
* [[Unity_Products:Amplify_Shader_Pack/URP | URP Shaders]]<br />
* [[Unity_Products:Amplify_Shader_Pack/BuiltIn | Built-in Shaders]]<br />
<br />
|style="text-align:right;" | http://wiki.amplify.pt/images/MiscWikiImages/ShaderPack/Icon_128.png<br />
|}</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Z-Buffer_Params&diff=769Unity Products:Amplify Shader Editor/Z-Buffer Params2023-12-02T00:06:23Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
<br />
== Z-Buffer Params Node ==<br />
<br />
The Z-Buffer Params outputs data calculated from current camera's projection parameters which can be used to linearize Z-Buffer values.<br />
<br />
<img class="responsive-img" src="http://wiki.amplify.pt/images/Nodes/ZBufferParams.jpg"><br />
<br />
{| class="wikitable" style="width: 100%;"<br />
|- <br />
! style="width: 10%;" | Output Port !! Description !! style="width: 10%;" | Type<br />
|- <br />
| 1-far/near<br />
| Value of 1 - far plane / near plane.<br />
| Float<br />
|- <br />
| far/near<br />
| Value of far plane / near plane.<br />
| Float<br />
|-<br />
| [0]/far<br />
| Value of ( 1 - far plane / near plane ) / far plane.<br />
| Float<br />
|-<br />
| [1]/far<br />
| Value of ( far plane / near plane ) / far plane.<br />
| Float<br />
|}<br />
<br />
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
[[Category:Nodes]][[Category:Camera and Screen]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/World_to_Tangent_Matrix&diff=767Unity Products:Amplify Shader Editor/World to Tangent Matrix2023-12-02T00:06:23Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>This page is empty, contribute today!<br />
<br />
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
[[Category:Nodes]][[Category:Transform]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/World_to_Object_Matrix&diff=765Unity Products:Amplify Shader Editor/World to Object Matrix2023-12-02T00:06:23Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>This page is empty, contribute today!<br />
<br />
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
[[Category:Nodes]][[Category:Transform]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/World_Transform_Params&diff=763Unity Products:Amplify Shader Editor/World Transform Params2023-12-02T00:06:23Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
<br />
== World Transform Params Node ==<br />
<br />
The World Transform Params node contains information about the current transform, more specifically W is usually 1.0, or -1.0 for odd-negative scale transforms<br />
<br />
<img class="responsive-img" src="http://wiki.amplify.pt/images/Nodes/WorldTransformParams.jpg"><br />
<br />
{| class="wikitable" style="width: 100%;"<br />
|- <br />
! style="width: 10%;" | Output Port !! Description !! style="width: 10%;" | Type<br />
|- <br />
| X<br />
| (Unknown)<br />
| Float <br />
|- <br />
| Y<br />
| (Unknown)<br />
| Float<br />
|-<br />
| Z<br />
| (Unknown)<br />
| Float<br />
|-<br />
| W<br />
| This channel is usually 1.0, or -1.0 for odd-negative scale transforms.<br />
| Float<br />
|}<br />
<br />
<br />
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List ]]<br />
[[Category:Nodes]][[Category:Object Transform]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/World_To_Tangent_Matrix&diff=761Unity Products:Amplify Shader Editor/World To Tangent Matrix2023-12-02T00:06:23Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
<br />
== World To Tangent Matrix Node ==<br />
<br />
The World To Tangent Matrix node outputs a generated World TBN (Tangent,Binormal,Normal) matrix which can be used to transform a direction vector from world space to tangent space.<br />
<br />
'''NOTE:''' We advise using either the [[Unity_Products:Amplify_Shader_Editor/Transform_Position|Transform Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit multiplication between matrix and position/direction value.<br />
<br />
<img class="responsive-img" src="http://wiki.amplify.pt/images/Nodes/WorldToTangentMatrix.jpg"><br />
<br />
{| class="wikitable" style="width: 100%;"<br />
|- <br />
! style="width: 10%;" | Output Port !! Description !! style="width: 10%;" | Type<br />
|- <br />
| Out<br />
| Returns a generated world TBN matrix value.<br />
| Matrix4x4<br />
|}<br />
<br />
<br />
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
[[Category:Nodes]][[Category:Matrix Transform]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/World_To_Object_Matrix&diff=759Unity Products:Amplify Shader Editor/World To Object Matrix2023-12-02T00:06:23Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
<br />
== World To Object Matrix Node ==<br />
<br />
The World To Object Matrix node outputs the current inverse model matrix which can be used to transform either a position or direction vector from world space to object/local space.<br />
<br />
'''NOTE:''' We advise using either the [[Unity_Products:Amplify_Shader_Editor/Transform_Position|Transform Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit multiplication between matrix and position/direction value.<br />
<br />
<img class="responsive-img" src="http://wiki.amplify.pt/images/Nodes/WorldToObjectMatrix.jpg"><br />
<br />
{| class="wikitable" style="width: 100%;"<br />
|- <br />
! style="width: 10%;" | Output Port !! Description !! style="width: 10%;" | Type<br />
|- <br />
| Out<br />
| Returns current inverse model matrix value.<br />
| Matrix4x4<br />
|}<br />
<br />
<br />
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
[[Category:Nodes]][[Category:Matrix Transform]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/World_To_Object&diff=757Unity Products:Amplify Shader Editor/World To Object2023-12-02T00:06:23Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
== World To Object Node ==<br />
<br />
The World To Object node transforms a position or direction specified on its [[#paramInput|''Input'']] from World Space to Object/Local space. This node will also return the current game object's pivot position if ''Input'' is left unconnected and its default internal value of (0,0,0,1) is used.<br/><br />
<br />
<img class="responsive-img" src="http://wiki.amplify.pt/images/Nodes/WorldToObject.jpg"><br />
<br />
<br/>'''NOTE 1:''' When connecting a Vector 3 type data into ''Input'', ASE will automatically cast it into a Vector4 type and set its w channel to 0, since it's the cast default behavior across all nodes. <br />
<br/>This leads to incorrect results if that vector represents a position since the w channel value is important when doing a positional space transform. On these situations a new w channel with a value 1 should be appended to the original position vector via the [[Unity_Products:Amplify_Shader_Editor/Append|Append]] node and its result should then be used on the World To Object node.<br />
<br />
For the inverse Object To World transform please check the [[Unity_Products:Amplify_Shader_Editor/Object_To_World|Object To World]] node.<br />
<br />
'''NOTE 2:''' We advise using either the [[Unity_Products:Amplify_Shader_Editor/Transform_Position|Transform Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and setup all available space transform switch.<br />
<br />
{| class="wikitable" style="width: 100%;"<br />
|-<br />
! style="width: 10%;" | Node Parameter !! Description !! style="width: 10%;" | Default Value<br />
|- style="background: #e5e5e5;" |<br />
| id="paramInput" | ''Input''<br />
| Value in World space to be transformed into object/local. Only visible if the respective input port is not connected.<br />
| 0,0,0,1<br />
|}<br />
<br />
{| class="wikitable" style="width: 100%;"<br />
|- <br />
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type<br />
|- <br />
| id="paramInput" | ''Input''<br />
| Value in World space to be transformed into object/local space.<br />
| Float4<br />
|}<br />
<br />
{| class="wikitable" style="width: 100%;"<br />
|- <br />
! style="width: 10%;" | Output Port !! Description !! style="width: 10%;" | Type<br />
|- <br />
| XYZW<br />
| Returns the transformed value in object/local space.<br />
| Float4<br />
|- <br />
| X<br />
| Returns only the X component of the transformed value in object/local space.<br />
| Float<br />
|- <br />
| Y<br />
| Returns only the Y component of the transformed value in object/local space.<br />
| Float<br />
|- <br />
| Z<br />
| Returns only the Z component of the transformed value in object/local space.<br />
| Float<br />
|- <br />
| W<br />
| Returns only the W component of the transformed value in object/local space.<br />
| Float<br />
|}<br />
<br />
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
[[Category:Nodes]][[Category:Object Transform]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/World_To_Camera_Matrix&diff=755Unity Products:Amplify Shader Editor/World To Camera Matrix2023-12-02T00:06:23Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
<br />
== World To Camera Matrix Node ==<br />
<br />
The World To Camera Matrix node returns something in the likes of the view matrix which can be used to transform a position or direction from World to View/Camera space.<br/><br />
This is ''in the likes'' as for rendering, view space's forward is -z and camera matrices matches the script component's matrices(+z forward).<br />
<br/><br/><br />
'''NOTE 1:''' We advise using either the [[Unity_Products:Amplify_Shader_Editor/Transform_Position|Transform Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit multiplication between matrix and position/direction value.<br />
<br/><br />
<br />
<img class="responsive-img" src="http://wiki.amplify.pt/images/Nodes/WorldToCameraMatrix.jpg"><br />
<br/><br/><br />
{| class="wikitable" style="width: 100%;"<br />
|- <br />
! style="width: 10%;" | Output Port !! Description !! style="width: 10%;" | Type<br />
|- <br />
| Out<br />
| Returns current world to camera matrix value.<br />
| Matrix4x4<br />
|}<br />
<br />
<br />
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
[[Category:Nodes]][[Category:Matrix Transform]]</div>AmplifyWikihttp://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/World_Tangent&diff=753Unity Products:Amplify Shader Editor/World Tangent2023-12-02T00:06:23Z<p>AmplifyWiki: 1 revision imported</p>
<hr />
<div>[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
== World Tangent ==<br />
<br />
Per pixel calculation of a vector that represents the surface tangent in world space. A tangent vector is a unit vector which is tangent to a surface at a given point.<br />
<br />
<img class="responsive-img" src="http://wiki.amplify.pt/images/NodeDetail/WorldTangentNode.jpg"><br />
<br/><font size="1">Nodes used: <br />
[[Unity_Products:Amplify_Shader_Editor/World_Tangent|World Tangent]]<br />
</font><br />
<br />
{| class="wikitable" style="width: 100%;"<br />
|- <br />
! style="width: 10%;" | Output Port !! Description !! style="width: 10%;" | Type<br />
|- <br />
| XYZ<br />
| Returns the surface tangent vector in world space<br />
| Float3<br />
|- <br />
| X<br />
| Returns only the X component of the world tangent vector<br />
| Float<br />
|- <br />
| Y<br />
| Returns only the Y component of the world tangent vector<br />
| Float<br />
|- <br />
| Z<br />
| Returns only the Z component of the world tangent vector<br />
| Float<br />
|}<br />
<br />
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]<br />
[[Category:Nodes]][[Category:Surface Data]]</div>AmplifyWiki