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  • The Vertex Tangent Sign node outputs the vertex tangent sign in object space, more specifically it outputs the W component of its vector. An inter [[Unity_Products:Amplify_Shader_Editor/World_Transform_Params|World Transform Params]], ...
    1 KB (163 words) - 00:06, 2 December 2023
  • ...n the object is being moved. Because of this, it's usually used for static object's effects. ...
    2 KB (256 words) - 00:06, 2 December 2023
  • ...the camera. This node will also return the direction from the current game object to the camera if ''Input'' is left unconnected and its default internal val | Position in object/local space. Only visible if the respective input port is not connected. ...
    2 KB (223 words) - 00:06, 2 December 2023
  • ...''Local Vertex Offset''' output or to create effects that are bound to the object and stay exactly the same even if your gameobject changes position, rotatio | Returns the vertex position in object space ...
    2 KB (365 words) - 00:06, 2 December 2023
  • [[#Matrix Transform|Matrix Transform]]<br> [[#Object Transform|Object Transform]]<br> ...
    133 KB (17,957 words) - 00:06, 2 December 2023
  • ...orld ]] or [[Unity_Products:Amplify_Shader_Editor/World_To_Object|World To Object]]. ...
    3 KB (511 words) - 00:06, 2 December 2023
  • ...orld ]] or [[Unity_Products:Amplify_Shader_Editor/World_To_Object|World To Object]]. ...
    3 KB (518 words) - 00:06, 2 December 2023
  • | Sets which transform space is the normal vector supplied over Value *'''Object:''' Normal value set on Value is in object/normal space ...
    4 KB (569 words) - 00:06, 2 December 2023
  • ...it, use the [[Unity Products:Amplify Shader Editor/Texture Object| Texture Object]] node instead. *UV Coordinates - Offseted UVs, transform if needed, plug into the Texture Sampler UV Input Port. ...
    6 KB (841 words) - 00:06, 2 December 2023
  • ...ght not always be necessary or might not even be enough. In some cases the object you want to create the impostor for has some special realtime shader effect ...random color for the paint. If we were to bake a regular impostor for this object we would lose this procedural behavior and end up with a static version ins ...
    9 KB (1,481 words) - 00:05, 2 December 2023
  • With Amplify Painter active, simply select an object in the Hierarchy tab to start painting; to exit the painting mode, select a Notice that when hovering the object the mouse cursor will change to our brush preview.<br/> ...
    9 KB (1,406 words) - 00:05, 2 December 2023
  • ...l action that triggers specific behaviors/states/actions depending on what object the character is interacting with. This is triggered by pressing the corres ...p a PickupActor beforehand, the Attack button will instead throw this same object. ...
    27 KB (4,075 words) - 00:05, 2 December 2023
  • : This will set your '''Object Channels''' to the ones required for the collisions/overlaps/traces in the ...letalMeshAnimation/NodeReference/SkeletalControls/TransformBone/index.html Transform Bone] ...
    39 KB (5,724 words) - 00:06, 2 December 2023
  • ...variable naming on certain operations over both 'Transform Position' and 'Transform Direction' nodes * Fixed issue where user could set main output type as OBJECT type ...
    152 KB (22,096 words) - 00:06, 2 December 2023
  • ...script like this one below must be created and placed over the Camera game object. ...hat at a later Queue, AlphaTest+49 (just before transparent). In the water object we added two materials to the material list, one for each shader with the " ...
    21 KB (3,242 words) - 00:06, 2 December 2023
  • ...a shadow pass to be able to cast shadows; can still be turned off on a per object basis in the material renderer component. ...f-shadowing(only with forward rendering); can still be turned off on a per object basis in the material renderer component. ...
    51 KB (8,089 words) - 00:06, 2 December 2023
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