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  • == Using LUT Textures in UE4 == *Number of Textures: 207 LUT (ColorLookupTable Texture Group) Textures ...
    336 bytes (38 words) - 00:06, 2 December 2023
  • :: YourProject\Assets\FakeInteriors\Examples\Textures *Facade Albedo RGBA: Top texture layer suitable for simple exterior building textures or glass, stores Glass Alpha. ...
    4 KB (587 words) - 00:06, 2 December 2023
  • ...plify Shader Editor (ASE), Jay will show you how to create a shader with 2 textures (one is overlaying the other one) and a mask that defines, where the overla ...
    319 bytes (51 words) - 00:06, 2 December 2023
  • ...eaning that each scene can have its individual Streaming Settings, Virtual Textures and their actual parameters, such as compression and Channel Use. ...
    415 bytes (62 words) - 00:06, 2 December 2023
  • :: YourProject\Assets\Amplify\Color\Textures\Preview ...cates the texture file in the project folder; you can also drag & drop LUT textures directly to the Amplify Color component and Amplify Color Volume appropriat ...
    2 KB (300 words) - 00:05, 2 December 2023
  • ...re to retrieve size information from. When clicked on, lists all available textures on current graph. [[Category:Nodes]][[Category:Textures]] ...
    2 KB (273 words) - 00:06, 2 December 2023
  • ...ted to Output ports of type Color or Vector3 depending if they are regular textures or normal maps. [[Category:Nodes]][[Category:Textures]] ...
    2 KB (279 words) - 00:06, 2 December 2023
  • ...itor/Texture_Sample|Texture Sample]] nodes. Instead needlessly duplicating textures, you can use one of these nodes to reference it directly. Another use for i ...'' Locks to only accept 1D textures (in unity these are actually normal 2D textures) ...
    5 KB (817 words) - 00:06, 2 December 2023
  • ...itor/Texture_Sample|Texture Sample]] nodes. Instead needlessly duplicating textures, you can use one of these nodes to reference it directly. Another use for i ...'' Locks to only accept 1D textures (in unity these are actually normal 2D textures) ...
    6 KB (858 words) - 00:06, 2 December 2023
  • ..._Position|Vertex Position]] and sample custom falloff color values from 1D textures.<br/> ...
    1 KB (148 words) - 00:06, 2 December 2023
  • ...Is only allow '''16''' different samplers on a shader but up to '''128''' textures.<br/> When using textures and sampling states coupled together, the user is inherently is setting a m ...
    4 KB (648 words) - 00:06, 2 December 2023
  • [[#Textures|Textures]]<br> == Textures == ...
    15 KB (2,035 words) - 00:06, 2 December 2023
  • ...uns Unity's internal function '''UnpackScaleNormal''' to unpack normal map textures and scale the normal accordingly. When using a [[Unity Products:Amplify Sha [[Category:Nodes]][[Category:Textures]] ...
    4 KB (569 words) - 00:06, 2 December 2023
  • ...technique. You can think of triplanar mapping as a technique that projects textures to a model using 3 projection planes, one for each XYZ axis. By setting the * '''Cylindrical:''' It projects 3 textures, 1 texture from the vertical top pointing down, 1 texture from all around h ...
    11 KB (1,619 words) - 00:06, 2 December 2023
  • [[Category:Nodes]][[Category:Textures]] ...
    2 KB (223 words) - 00:06, 2 December 2023
  • ...se most of the times it displays some kind of "texture swimming" where the textures pan when the object is being moved. Because of this, it's usually used for ...
    2 KB (256 words) - 00:06, 2 December 2023
  • [[Category:Nodes]][[Category:Textures]] ...
    2 KB (212 words) - 00:06, 2 December 2023
  • ...es. Using an array can potentially save performance when sampling multiple textures. They function similarly to [[Unity_Products:Amplify_Shader_Editor/Texture_ [[Category:Nodes]][[Category:Textures]] ...
    7 KB (1,122 words) - 00:06, 2 December 2023
  • ...us small options to make it easier to do simple and common operations with textures, as an example, besides using it to read an albedo or smoothness map you ca '''NOTE 1:''' This node facilitates the use of textures which could lead you to believe it is a texture, when in fact it does two t ...
    15 KB (2,319 words) - 00:06, 2 December 2023
  • ...der is the one that uses the Impostor node that knows how to use the baked textures. ...l call this the ''"bake shader"''. The other shader will use the generated textures and render the impostor correctly with the intended custom effect you might ...
    9 KB (1,481 words) - 00:05, 2 December 2023
  • ...tures can be also set through this window. Users can either create squared textures or specify different values for width and height. Channels can be properly exported into textures through this window. The users can export them individually or export all o ...
    9 KB (1,406 words) - 00:05, 2 December 2023
  • ...ues] and [https://docs.unity3d.com/Manual/SL-CameraDepthTexture.html Depth Textures] for further information. ...
    2 KB (355 words) - 00:06, 2 December 2023
  • ...an enhancement of the bump mapping or normal mapping techniques applied to textures. Parallax mapping is implemented by displacing the texture coordinates at a ...
    2 KB (360 words) - 00:06, 2 December 2023
  • ...ty_Products:Amplify_Shader_Editor/Tutorials/Lerp_Node_Textures | Lerp Node Textures]] ...
    5 KB (665 words) - 00:06, 2 December 2023
  • ::YourProject\Assets\AmplifyTexture\Textures === Virtual Textures === ...
    39 KB (5,741 words) - 00:06, 2 December 2023
  • When sampling textures, we must be careful about how to specify derivatives for texture lookups. I ...
    6 KB (841 words) - 00:06, 2 December 2023
  • :: YourProject\Assets\AmplifyOcclusion\Textures ...
    6 KB (812 words) - 00:05, 2 December 2023
  • [[#Textures|Textures]]<br> == Textures == ...
    133 KB (17,957 words) - 00:06, 2 December 2023
  • ...r useful for custom baking, as it's also used to link the shader and baked textures to the final impostor material. ...the texture importer compression setting. Higher compression means smaller textures but also longer baking times and lower texture quality. ...
    21 KB (3,332 words) - 00:05, 2 December 2023
  • :: YourProject\Assets\AmplifyBloom\Textures ...
    11 KB (1,613 words) - 00:05, 2 December 2023
  • ...ha:''' When graphics are rendered, after all Shaders have executed and all Textures have been applied, the pixels are written to the screen. How they are combi ...ha:''' When graphics are rendered, after all Shaders have executed and all Textures have been applied, the pixels are written to the screen. How they are combi ...
    31 KB (4,646 words) - 00:05, 2 December 2023
  • ...ha:''' When graphics are rendered, after all Shaders have executed and all Textures have been applied, the pixels are written to the screen. How they are combi ...ha:''' When graphics are rendered, after all Shaders have executed and all Textures have been applied, the pixels are written to the screen. How they are combi ...
    32 KB (4,810 words) - 00:06, 2 December 2023
  • ...Alpha: When graphics are rendered, after all Shaders have executed and all Textures have been applied, the pixels are written to the screen. How they are combi ...Substance_Sample|Substance Sample]] node will be created with it's various textures inside that can be used anywhere. ...
    51 KB (8,089 words) - 00:06, 2 December 2023
  • All deferred GBuffer contents can be accessed via the global textures below. ...
    21 KB (3,242 words) - 00:06, 2 December 2023
  • * Custom Render Textures can now be used/dragged over ASE * Can drag and drop multiple textures into tool ...
    152 KB (22,096 words) - 00:06, 2 December 2023
  • * The '''ase_frag_code''' tag was replaced with all the necessary code for textures fetching, applying the Luminance function and creating the Lerp result. ...
    38 KB (6,028 words) - 00:06, 2 December 2023