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  • == Surface Depth Node == The Surface Depth node outputs the distance between the object surface and the camera. It can be set in a '''[0,1]''' range or use its real value ...
    2 KB (221 words) - 00:06, 2 December 2023
  • ...s usually useful for global effects like mapping the world position to the surface UV coordinates. Effects that use it are usually easy to identify because mo | Returns the surface position in world space ...
    2 KB (256 words) - 00:06, 2 December 2023
  • == Template Fragment Data Node == ...n. The node's Outputs type and amount will vary according to which type of data is currently selected. ...
    1 KB (150 words) - 00:06, 2 December 2023
  • == Standard Surface Light == ...Standard Surface Light results in custom lighting mode. Like the Standard Surface shader, an Metallic or Specular workflows can be chosen by the [[#paramWork ...
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  • ...nt in world space. A tangent vector is a unit vector which is tangent to a surface at a given point. | Returns the surface tangent vector in world space ...
    1,002 bytes (148 words) - 00:06, 2 December 2023
  • ...ld be to use a normal map texture in tangent space to perturb the object's surface normals. | Returns the surface normal vector in world space. ...
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  • Per pixel calculation of a vector that represents the surface bitangent in world space already taking object and tangent sign into consid | Returns the surface bitangent vector in world space ...
    1 KB (188 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
  • ...rtex Normal Node outputs the vertices normal vectors in object space. This data is extracted directly from the mesh and contains the vertex normal relative ...vertex functions ) or an interpolated value between vertices( on fragment/surface functions ). ...
    2 KB (270 words) - 00:06, 2 December 2023
  • ...Fade node outputs a linear gradient representing the distance between the surface of an object and geometry behind it. The gradient range or fading distance ...r does is to create a value in a [0 1] range when the distance between the surface of an object and geometry behind it is within the value specified. ...
    3 KB (418 words) - 00:06, 2 December 2023
  • ...allows data to be calculated on the vertex function and transferred to the surface/fragment via interpolators.<br/> ...aramNoInterpolation|No Interpolation]] cannot be used over the '''Standard Surface''' type as we must be able to directly control interpolators registry, whic ...
    2 KB (311 words) - 00:06, 2 December 2023
  • ...lt('''R''') in world coordinates of the camera view vector('''V''') by the surface normal('''N''') and is calculated via the following expression '''R = V - 2 | Normal vector in tangent space, if left unconnected uses unperturbed surface normal vector. ...
    2 KB (266 words) - 00:06, 2 December 2023
  • The Vertex Position node outputs the vertices position in object space. This data is extracted directly from the mesh and contains the vertex position relati ...vertex functions ) or an interpolated value between vertices( on fragment/surface functions ). ...
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  • '''NOTE:''' Not available on Surface type shader type. [[Category:Nodes]][[Category:Vertex Data]] ...
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  • Surface Shaders, Vertex and Fragment Shaders, and Standard in Unity. 3D models and the different types of data available for direct manipulation. ...
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  • [[#Surface Data|Surface Data]]<br> |<p class="cardtext">Pass vertex data to the pixel shader</p> ...
    15 KB (2,035 words) - 00:06, 2 December 2023
  • The Face node outputs a positive value of '''1''' if the rendered surface is facing the camera or a negative value of '''-1''' if its facing away fro [[Category:Nodes]][[Category:Vertex Data]] ...
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  • The Camera Depth Fade node outputs the difference between a surface depth and the cameras near plane. The calculated value is set on a linear ' | 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
  • ...l Vertex ports on the main Output node. Besides creating all the necessary data for the outline pass it also outputs 0 over its output. In order to make us | Specifies with type of vertex operation is done with the supplied data. ...
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  • [[#Surface Data|Surface Data]]<br> [[#Vertex Data|Vertex Data]]<br> ...
    133 KB (17,957 words) - 00:06, 2 December 2023
  • ...dicular to the surface. Effectively decreasing or increasing how bumpy the surface looks. Only available if [[#paramunpack|Unpack Normal Map]] is checked and ...ndered Data:''' Indicates that a property will be coming from per-renderer data in the form of a [https://docs.unity3d.com/ScriptReference/MaterialProperty ...
    15 KB (2,319 words) - 00:06, 2 December 2023
  • ===== Accessing Depth Data on Post-Processing stack ===== ===== Accessing depth data on unlit scene ===== ...
    21 KB (3,242 words) - 00:06, 2 December 2023
  • [[Category:Nodes]][[Category:Surface Data]] ...
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  • ...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
  • Creating an ASE shader using templates is as easy as creating a regular surface one. ...eate > Amplify Shader''' and from that menu a list with the default ASE '''Surface Shader''' is shown followed with all the available templates. ...
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  • ...r shaders. These old shaders are commonly referred to as Built-in, Legacy, Surface Shaders, or Standard in some cases, they do not work with any of the new Sc ...n the Project tab or via the Menu under Assets > Create > Shader > Amplify Surface Shader. ...
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  • ...Fixed incorrect local variable generation on multiple nodes over Standard Surface's Vertex ports<br> * Fixed VR stereo issue in Standard Surface custom shadow caster ...
    152 KB (22,096 words) - 00:06, 2 December 2023
  • Each one of these pre-baked solutions render surface component maps in order to support realtime lighting. This comes with suppo ...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 ...
    21 KB (3,332 words) - 00:05, 2 December 2023
  • ::*Water surface '''Plane''' - this is the plane where the water surface will be rendered. This plane should have its Collision turned off and a Two ...on the Actor Transform input box. Say that you add the Bar to your ground surface and now you want to increase its height, you simply need to add "+255" into ...
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