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  • == Template Vertex Data Node == ...n. The node's Outputs type and amount will vary according to which type of data is currently selected. ...
    1 KB (170 words) - 00:06, 2 December 2023
  • == Vertex Tangent Node == ...lated value is outputted if connected to ports other than Vertex Offset or Vertex Normal. ...
    1,010 bytes (143 words) - 00:06, 2 December 2023
  • == Vertex Tangent Sign Node == ...lated value is outputted if connected to ports other than Vertex Offset or Vertex Normal. ...
    1 KB (163 words) - 00:06, 2 December 2023
  • == Vertex ID Node == The Vertex ID node outputs a unique Id for each of the model vertices. ...
    768 bytes (104 words) - 00:06, 2 December 2023
  • == Vertex Bitangent Node == ...|Vertex Normal]] and [[Unity_Products:Amplify_Shader_Editor/Vertex_Tangent|Vertex Tangent]] which is a unit vector perpendicular to both vectors at a given p ...
    1 KB (202 words) - 00:06, 2 December 2023
  • == Vertex Color Node == ...lated value is outputted if connected to ports other than Vertex Offset or Vertex Normal. ...
    1 KB (210 words) - 00:06, 2 December 2023
  • == Vertex Normal Node == ...value your game object has. This is usually useful to use in the '''Local Vertex Normal''' output or to create effects that are bound to the object and stay ...
    2 KB (270 words) - 00:06, 2 December 2023
  • == Template Local Var Data Node == ...n. The node's Outputs type and amount will vary according to which type of data is currently selected. ...
    2 KB (277 words) - 00:06, 2 December 2023
  • == Vertex Position Node == ...m value your gameobject has. This is usually useful to use in the '''Local Vertex Offset''' output or to create effects that are bound to the object and stay ...
    2 KB (365 words) - 00:06, 2 December 2023
  • [[Category:Nodes]][[Category:Vertex Data]] ...
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  • == Vertex TexCoord node == The Vertex TexCoord node outputs texture coordinates directly from vertex data without any type of further calculations on tilling and offset.<br/> ...
    2 KB (313 words) - 00:06, 2 December 2023
  • ...e object's current unique instance ID, can be used to access its instanced data. [[Category:Nodes]][[Category:Vertex Data]] ...
    616 bytes (87 words) - 00:06, 2 December 2023
  • ...both dependent on the chosen [[#paramOutputType|Output Type]] and incoming data type. ...ll show three input ports ''X'',''Y'',''Z''. When connecting a ''Vector2'' data type to input port ''X'', it will automatically change its name to ''XY'', ...
    3 KB (384 words) - 00:06, 2 December 2023
  • == 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.<br/> ...
    2 KB (311 words) - 00:06, 2 December 2023
  • ...onent) ''( shortcut: B key )'' exposes all available channels of its input data through individual output ports so they can be used directly by other nodes [[Unity_Products:Amplify_Shader_Editor/Vertex_Position|Vertex Position]], ...
    2 KB (254 words) - 00:06, 2 December 2023
  • ..., ''( 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 [[Unity_Products:Amplify_Shader_Editor/Vertex_Position|Vertex Position]], ...
    2 KB (263 words) - 00:06, 2 December 2023
  • The Billboard node will rotate vertex data ( position + normal ) to align object's axis to current camera. ...sed in an [[Unity_Products:Amplify_Shader_Editor/Add|Add]] node so further vertex operations can be placed. ...
    2 KB (361 words) - 00:06, 2 December 2023
  • '''NOTE:''' The distance value is obtained by transforming each vertex position into view space and returning its Z value thus it's not dependent | Vertex Position ...
    2 KB (221 words) - 00:06, 2 December 2023
  • ...also outputs 0 over its output. In order to make use of it but also have a Vertex sub-graph, simply use an [[Unity_Products:Amplify_Shader_Editor/Add|Add]] n | Specifies with type of vertex operation is done with the supplied data. ...
    5 KB (731 words) - 00:06, 2 December 2023
  • ...over the fragment function signature to get the value. Now it also work on vertex ports but at the expense of additional instructions as it needs to be manua [[Category:Nodes]][[Category:Vertex Data]] ...
    1 KB (198 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 ...
    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
  • 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
  • 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
  • [[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
  • [[Unity_Products:Amplify_Shader_Editor/Vertex_TexCoord|Vertex TexCoord]], | style="width: 10%;" id="paramPerRendererData" | Per Renderer Data ...
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  • ===== Accessing Depth Data on Post-Processing stack ===== ===== Accessing depth data on unlit scene ===== ...
    21 KB (3,242 words) - 00:06, 2 December 2023
  • ...be serializable in order to Unity hot code reload to work correctly and no data in your node is lost. ...thods need only to be overridden if your node needs to read/write internal data into the shader ...
    30 KB (4,324 words) - 00:06, 2 December 2023
  • ...ize of the main output port which allows you to read more packed data from vertex coordinates. Dynamically changes output ports accordingly. ...
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  • ...the impostor data so if you have multiple impostor of the same object this data will be shared among them. This asset is created automatically for you with * '''''Bake Impostor''''': Bakes the impostor using the current data asset and given path. ...
    21 KB (3,332 words) - 00:05, 2 December 2023
  • ...ut Ports, ASE will use internal data during the processing phase. Internal data values can be edited via the Node Property tab. ...nd left click. Wires connected to selected nodes are highlighted to denote data flow, from the leftmost node to the rightmost node. ...
    51 KB (8,089 words) - 00:06, 2 December 2023
  • ...orrect local variable generation on multiple nodes over Standard Surface's Vertex ports<br> * 'Depth Fade' and 'Screen Depth' can now be used on vertex shader ...
    152 KB (22,096 words) - 00:06, 2 December 2023