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- | id="paramVertexPosition" | Vertex Position | Don't use this internal data as it's ignored internally. Only visible if the respective input port is no ...3 KB (418 words) - 00:06, 2 December 2023
- | id="paramVertexPosition" | Vertex Position | Don't use this internal data as it's ignored internally. Only visible if the respective input port is no ...2 KB (293 words) - 00:06, 2 December 2023
- [[Category:Nodes]][[Category:Vertex Data]] ...870 bytes (116 words) - 00:06, 2 December 2023
- ...r perpendicular to the surface that points to where surface is faced. This data is very useful and common for lighting calculation. This node also allows t ...' Do not confuse with [[Unity Products:Amplify Shader Editor/Vertex Normal|Vertex Normal]] node. ...2 KB (308 words) - 00:06, 2 December 2023
- ...Do not confuse with [[Unity Products:Amplify Shader Editor/Vertex Position|Vertex Position]] node. [[Category:Nodes]][[Category:Surface Data]] ...2 KB (256 words) - 00:06, 2 December 2023
- [[#Surface Data|Surface Data]]<br> {| id="Vertex To Fragment" class="wikitable" | ...15 KB (2,035 words) - 00:06, 2 December 2023
- Surface Shaders, Vertex and Fragment Shaders, and Standard in Unity. 3D models and the different types of data available for direct manipulation. ...1 KB (168 words) - 00:06, 2 December 2023
- ...ble layers is determined by the amount of channels given by the connection data type on the weights input. [[Unity_Products:Amplify_Shader_Editor/Vertex_TexCoord|Vertex TexCoord]], ...2 KB (372 words) - 00:06, 2 December 2023
- ...ble layers is determined by the amount of channels given by the connection data type on the weights input. [[Unity_Products:Amplify_Shader_Editor/Vertex_TexCoord|Vertex TexCoord]], ...3 KB (384 words) - 00:06, 2 December 2023
- ...base layer is determined by the amount of channels given by the connection data type on the weights input. [[Unity_Products:Amplify_Shader_Editor/Vertex_TexCoord|Vertex TexCoord]], ...3 KB (463 words) - 00:06, 2 December 2023
- <br/>Radians on multi-channel data types generates an output of the same type with the operator applied per-ch [[Unity_Products:Amplify_Shader_Editor/Vertex_TexCoord|Vertex TexCoord]], ...2 KB (218 words) - 00:06, 2 December 2023
- Cos on multi-channel data types generates an output of the same type with the operator applied per-ch [[Unity_Products:Amplify_Shader_Editor/Vertex_TexCoord|Vertex TexCoord]], ...2 KB (242 words) - 00:06, 2 December 2023
- Sin on multi-channel data types generates an output of the same type with the operator applied per-ch [[Unity_Products:Amplify_Shader_Editor/Vertex_TexCoord|Vertex TexCoord]], ...2 KB (242 words) - 00:06, 2 December 2023
- Tan on multi-channel data types generates an output of the same type with the operator applied per-ch [[Unity_Products:Amplify_Shader_Editor/Vertex_TexCoord|Vertex TexCoord]], ...2 KB (242 words) - 00:06, 2 December 2023
- [[Category:Nodes]][[Category:Vertex Data]] ...2 KB (267 words) - 00:06, 2 December 2023
- ...is detected them an expression will be generated and used directly on the vertex/frag body. | Data Type for the input port ...7 KB (1,187 words) - 00:06, 2 December 2023
- [[Unity Products:Amplify Shader Editor/Vertex Normal|Vertex Normal]], ...ndered Data:''' Indicates that a property will be coming from per-renderer data in the form of a [https://docs.unity3d.com/ScriptReference/MaterialProperty ...6 KB (858 words) - 00:06, 2 December 2023
- [[#Surface Data|Surface Data]]<br> [[#Vertex Data|Vertex Data]]<br> ...133 KB (17,957 words) - 00:06, 2 December 2023
- '''NOTE 1:''' Smoothstep between multi-channel data types are done per-channel. If ''Min'' and ''Max'' have different channel a [[Unity_Products:Amplify_Shader_Editor/Vertex_TexCoord|Vertex TexCoord]], ...3 KB (436 words) - 00:06, 2 December 2023
- New nodes were added in order to get access to specific template data from inside the graph. ==== Templates Vertex and Fragment Data ==== ...38 KB (6,028 words) - 00:06, 2 December 2023