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  • == Screen Params Node == ...h]] or [[#paramHeight|Height]]. This node is commonly used when working on screen space effects. ...
    1 KB (195 words) - 00:06, 2 December 2023
  • == Screen Position Node == ...n Screen Coordinates, '''[ 0, Screen Width - 1 ]''' for X axis and '''[ 0, Screen Height -1 ]''' for Y axis, or in a normalized '''[0,1]''' range for both ax ...
    2 KB (277 words) - 00:06, 2 December 2023
  • The Projection Params node outputs current camera's projection parameters. | Camera's near plane. ...
    859 bytes (114 words) - 00:06, 2 December 2023
  • == World Space Camera Pos Node == The World Space Camera Pos node outputs the current camera position in world space. ...
    1 KB (167 words) - 00:06, 2 December 2023
  • == Grab Screen Position Node == ...ly used on a [[Unity_Products:Amplify_Shader_Editor/Grab_Screen_Color|Grab Screen Color]] node. ...
    2 KB (377 words) - 00:06, 2 December 2023
  • == Compute Grab Screen Pos Node == ...ute Grab Screen Pos node converts a position in clip space into normalized screen space texture coordinates taking also vertical orientation API differences ...
    2 KB (248 words) - 00:06, 2 December 2023
  • == Compute Screen Pos Node == ...r_Editor/Texture_Sample|Texture Sample]] as its UV coordinates for doing a screen space-mapped texture sample. ...
    2 KB (240 words) - 00:06, 2 December 2023
  • == Screen Depth Node == ...cts:Amplify_Shader_Editor/Screen_Position|Screen Position]] or at a custom screen position if connected to the [[#paramPos|Pos]] input port. The result can b ...
    2 KB (355 words) - 00:06, 2 December 2023
  • The Projection Matrices outputs either the current camera projection matrix or its inverse according to the selected [[#paramProjecti ...r to use and you wont need to do an explicit multiplication between matrix and position/direction value. ...
    2 KB (246 words) - 00:06, 2 December 2023
  • | Orthographic camera’s width. | Orthographic camera’s height. ...
    755 bytes (96 words) - 00:06, 2 December 2023
  • The Z-Buffer Params outputs data calculated from current camera's projection parameters which can be used to linearize Z-Buffer values. [[Category:Nodes]][[Category:Camera and Screen]] ...
    839 bytes (117 words) - 00:06, 2 December 2023
  • The Clip Plane node outputs the camera frustum plane world space equations selected by its [[#paramPlane|Plane]] o [[Category:Nodes]][[Category:Camera and Screen]] ...
    774 bytes (106 words) - 00:06, 2 December 2023
  • The View Dir node outputs the current camera view direction on a coordinates space defined by the [[#paramSpace|Space]] | Returns the camera view direction in the selected coordinates space ...
    2 KB (275 words) - 00:06, 2 December 2023
  • The Dither node creates a screen space dither pattern according to its [[#paramPattern|Pattern]] property.<b | id="paramScreenPosition" | Screen Position ...
    3 KB (372 words) - 00:06, 2 December 2023
  • == Camera Depth Fade Node == ...inear '''[0,1]''' range and can be tweaked via the [[#paramLength|Length]] and [[#paramOffset|Offset]] parameters. ...
    2 KB (293 words) - 00:06, 2 December 2023
  • == Grab Screen Color Node == ...object is about to be drawn into a texture which can then be fetched using screen space UV coordinates.<br/> ...
    7 KB (1,100 words) - 00:06, 2 December 2023
  • ...texture range between 0 and 1, with a non-linear/logarithmic distribution and must be converted to a linear space to be properly used. [[Unity_Products:Amplify_Shader_Editor/Screen_Position|Screen Position]], ...
    1 KB (200 words) - 00:06, 2 December 2023
  • ...Cull sets up tessellation according to an object triangles edge length on screen. This technique allows the subdivision of a mesh's triangles, splitting the ...nsive, but saves on GPU work for parts of obejct mesh that are outside of camera view. ...
    2 KB (353 words) - 00:06, 2 December 2023
  • ...Object To Clip Pos node transforms a position in object/local space to the camera’s clip space in homogeneous coordinates.<br/> ...''' Please notice that clip space coordinates differ between Direct3D-like and OpenGL-like platforms. ...
    3 KB (391 words) - 00:06, 2 December 2023
  • [[#Camera And Screen|Camera And Screen]]<br> [[#Constants And Properties|Constants And Properties]]<br> ...
    133 KB (17,957 words) - 00:06, 2 December 2023
  • ...ter Unity loads it will display the “Importing package” window, select All and click Import 3. Amplify Bloom should now be installed in your Unity project and it should have the following directory structure: ...
    11 KB (1,613 words) - 00:05, 2 December 2023
  • == Tips,Tricks and Known Issues == ==== Tips and Tricks ==== ...
    21 KB (3,242 words) - 00:06, 2 December 2023
  • ...rs, which are substitutes of complex high polycount objects made from flat and simple polygons, that render a fake version of the original object (hence t ...s and, like classic billboards, always face the camera. Think of them as a camera facing cardboard version of the object you want to render. ...
    21 KB (3,332 words) - 00:05, 2 December 2023
  • * 'Face' and 'Switch By Face' now correctly work on the latest HDRP version * Improved editor performance by only refreshing when needed and only updating previews that are necessary to update ...
    152 KB (22,096 words) - 00:06, 2 December 2023
  • ...ter Unity loads it will display the “Importing package” window, select All and click Import 3. Amplify Shader Editor should now be installed in your Unity project and it should have the following directory structure: ...
    51 KB (8,089 words) - 00:06, 2 December 2023