Unity Products:Amplify Shader Editor/Blend Operations and Unity Products:Amplify Shader Editor/Break To Components: Difference between pages

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[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]


== Blend Operations Node ==
== Break To Component Node ==


The Blend Operations node outputs a blended result of its inputs according to the selected [[#paramBlendOp|Blend Op]] property similarly to layer blending operations normally found on image editing tools.
This node is now named [[Unity_Products:Amplify_Shader_Editor/Split|Split]] after v1.8.7 Rev 01,  ''( shortcut: B key )'' and exposes all available channels of its input data through individual output ports so they can be used directly by other nodes.


<img class="responsive-img" src="http://wiki.amplify.pt/images/NodeDetail/BlendOpsNode.jpg">
<img class="responsive-img" src="http://wiki.amplify.pt/images/NodeDetail/BreakToComponentsNode.jpg">
<br/><font size="1">Nodes used:  
<br/><font size="1">Nodes used:  
[[Unity_Products:Amplify_Shader_Editor/Blend_Operations|Blend Operations]]
[[Unity_Products:Amplify_Shader_Editor/World_Position|World Position]],
[[Unity_Products:Amplify_Shader_Editor/Vertex_Position|Vertex Position]],
[[Unity_Products:Amplify_Shader_Editor/Float|Float]],
[[Unity_Products:Amplify_Shader_Editor/Lerp|Lerp]],
[[Unity_Products:Amplify_Shader_Editor/Break_To_Components|Break To Components]]
</font>
</font>
{| class="wikitable" style="width: 100%;"
{| class="wikitable" style="width: 100%;"
|-
! style="width: 10%;" | Node Parameter !! Description !! style="width: 10%;" | Default Value
|-  
|-  
| id="paramBlendOp" | BlendOp
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
| Blend operation to be applied between Source and Destiny inputs/layers
* Color Burn
* Color Dodge
* Darken
* Divide
* Difference
* Exclusion
* Soft Light
* Hard Light
* Hard Mix
* Lighten
* Linear Burn
* Linear Dodge
* Linear Light
* Multiply
* Overlay
* Pin Light
* Subtract
* Screen
* Vivid Light
| Color Burn
|-  
|-  
| id="paramSaturate" | Saturate
| ''Input''
| Will clamp the final result to a [0 1] value if toggled on.
| Data to be broken into its individual components.
| True
| Float <sup id="ref1">[[#anchor|[1]]]</sup>
|}
|}


{| class="wikitable" style="width: 100%;"
{| class="wikitable" style="width: 100%;"
|-  
|-  
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
! style="width: 10%;" | Output Port !! Description !! style="width: 10%;" | Type
|-
| Source
| First Layer
| Float4
|-  
|-  
| Destiny
| ''Output''
| Second layer
| Data to be broken into its individual components. Amount of outputs depends on amount of channels from input data.
| Float4
* '''X,Y,Z,W:''' Individual channels for vector data types
* '''R,G,B,A:''' Individual channels for color data types
* '''[0][0] to [2][2]:''' Individual channels for 3x3 matrix data types
* '''[0][0] to [3][3]:''' Individual channels for 4x4 matrix data types
| Float
|}
|}


----
# <span id="anchor1">'''[[#ref1|^]]'''</span> Port automatically adapts to all connection types except [[Unity Products:Amplify Shader Editor/Texture Object|Sampler]] types.


[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Category:Nodes]][[Category:Image Effects]]
[[Category:Nodes]][[Category:Vector Operators]]

Revision as of 16:41, 2 November 2020

Back to Node List

Break To Component Node

This node is now named Split after v1.8.7 Rev 01, ( shortcut: B key ) and exposes all available channels of its input data through individual output ports so they can be used directly by other nodes.


Nodes used: World Position, Vertex Position, Float, Lerp, Break To Components

Input Port Description Type
Input Data to be broken into its individual components. Float [1]
Output Port Description Type
Output Data to be broken into its individual components. Amount of outputs depends on amount of channels from input data.
  • X,Y,Z,W: Individual channels for vector data types
  • R,G,B,A: Individual channels for color data types
  • [0][0] to [2][2]: Individual channels for 3x3 matrix data types
  • [0][0] to [3][3]: Individual channels for 4x4 matrix data types
Float

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

Back to Node List