Unity Products:Amplify Shader Editor/Tutorials/Material and Shader Mode and Unity Products:Amplify Shader Editor/Vertex To Fragment: Difference between pages

From Amplify Creations Wiki
(Difference between pages)
Jump to navigation Jump to search
m (1 revision imported)
 
ampwiki>Amplify RnD Rick
No edit summary
 
Line 1: Line 1:
{{#evt:
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
service=youtube
|id=https://youtu.be/_xcb8tHhBP4
|alignment=right
}}


Shader creation concepts.
== Vertex To Fragment Node ==


[[Category:Tutorials]]
The Vertex To Fragment node allows data to be calculated on the vertex function and transferred to the surface/fragment via interpolators.<br/>
'''NOTE 1:''' [[#paramNoInterpolation|No Interpolation]] cannot be used over the '''Standard Surface''' type as we must be able to directly control interpolators registry, which does't happen over this shader type.<br/>
'''NOTE 2:''' [[#paramNoInterpolation|No Interpolation]] will not work across all API's and can even throw compilation errors on some of them ( p.e. Metal and GLES 2.0 ).<br/>
 
<img class="responsive-img" src="http://wiki.amplify.pt/images/NodeDetail/VertexToFragmentNode.gif">
<font size="1">Nodes used:
[[Unity_Products:Amplify_Shader_Editor/World_Normal|Word Normal]],
[[Unity_Products:Amplify_Shader_Editor/World_Space_Light_Dir|World Space Light Dir]],
[[Unity_Products:Amplify_Shader_Editor/Dot|Dot]],
[[Unity_Products:Amplify_Shader_Editor/Float|Float]],
[[Unity_Products:Amplify_Shader_Editor/Power|Power]],
[[Unity_Products:Amplify_Shader_Editor/Vertex_To_Fragment|Vertex To Fragment]],
[[Unity_Products:Amplify_Shader_Editor/Light_Attenuation|Light Attenuation]],
[[Unity_Products:Amplify_Shader_Editor/Light_Color|Light Color]],
[[Unity_Products:Amplify_Shader_Editor/Multiply|Multiply]]
</font>
 
{| class="wikitable" style="width: 100%;"
|-
! style="width: 10%;" | Node Parameter !! Description !! style="width: 10%;" | Default Value
|-
| id="paramNoInterpolation" | No Interpolation
| When active, makes sure it uses an interpolator with the nointerpolation flag used, which prevents the values assigned to it to be interpolated on the rasterization process.
| False
|}
 
{| class="wikitable" style="width: 100%;"
|-
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
|-
| id="paramVSIn" | (VS) In
| Value to be transferred to surface/fragment function.
| Float <sup id="ref1">[[#anchor|[1]]]</sup>
|}
----
# <span id="anchor1">'''[[#ref1|^]]'''</span> Port automatically adapts to all connection types except Matrices and [[Unity Products:Amplify Shader Editor/Texture Object|Sampler]] types.
 
 
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Category:Nodes]][[Category:Miscellaneous]]

Revision as of 15:49, 19 November 2020

Back to Node List

Vertex To Fragment Node

The Vertex To Fragment node allows data to be calculated on the vertex function and transferred to the surface/fragment via interpolators.
NOTE 1: No Interpolation cannot be used over the Standard Surface type as we must be able to directly control interpolators registry, which does't happen over this shader type.
NOTE 2: No Interpolation will not work across all API's and can even throw compilation errors on some of them ( p.e. Metal and GLES 2.0 ).

Nodes used: Word Normal, World Space Light Dir, Dot, Float, Power, Vertex To Fragment, Light Attenuation, Light Color, Multiply

Node Parameter Description Default Value
No Interpolation When active, makes sure it uses an interpolator with the nointerpolation flag used, which prevents the values assigned to it to be interpolated on the rasterization process. False
Input Port Description Type
(VS) In Value to be transferred to surface/fragment function. Float [1]

  1. ^ Port automatically adapts to all connection types except Matrices and Sampler types.


Back to Node List