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- == Light Attenuation Node == ...ghting, thus the node is only visible in the available nodes menu if the ''Light Model'' is set to '''Custom Lighting''' and displays a warning if it ever h ...2 KB (253 words) - 00:06, 2 December 2023
- == Light Color Node == ...e light color but the result of the multiplication between light color and light intensity. ...1 KB (185 words) - 00:06, 2 December 2023
- == Standard Surface Light == The Standard Surface Light node provides a way to calculate Standard Surface Light results in custom lighting mode. Like the Standard Surface shader, an Metal ...3 KB (498 words) - 00:06, 2 December 2023
- == Indirect Diffuse Light Node == ...ghting, thus the node is only visible in the available nodes menu if the ''Light Model'' is set to '''Custom Lighting''' and displays a warning if it ever h ...2 KB (291 words) - 00:06, 2 December 2023
- == Indirect Specular Light Node == ...ghting, thus the node is only visible in the available nodes menu if the ''Light Model'' is set to '''Custom Lighting''' and displays a warning if it ever h ...3 KB (416 words) - 00:06, 2 December 2023
- == Object Space Light Dir Node == The Object Space Light Dir node outputs a normalized light direction vector in object/local space coordinates.<br/> ...768 bytes (109 words) - 00:06, 2 December 2023
- == World Space Light Dir Node == The World Space Light Dir node outputs a normalized light direction vector in world space coordinates.<br/> ...2 KB (241 words) - 00:06, 2 December 2023
- == World Space Light Pos Node == ...r or a light position in world space coordinates, according to the current light type.<br/> ...1 KB (209 words) - 00:06, 2 December 2023
- 211 bytes (35 words) - 00:06, 2 December 2023
Page text matches
- == Light Color Node == ...e light color but the result of the multiplication between light color and light intensity. ...1 KB (185 words) - 00:06, 2 December 2023
- == Object Space Light Dir Node == The Object Space Light Dir node outputs a normalized light direction vector in object/local space coordinates.<br/> ...768 bytes (109 words) - 00:06, 2 December 2023
- == Light Attenuation Node == ...ghting, thus the node is only visible in the available nodes menu if the ''Light Model'' is set to '''Custom Lighting''' and displays a warning if it ever h ...2 KB (253 words) - 00:06, 2 December 2023
- == World Space Light Pos Node == ...r or a light position in world space coordinates, according to the current light type.<br/> ...1 KB (209 words) - 00:06, 2 December 2023
- == World Space Light Dir Node == The World Space Light Dir node outputs a normalized light direction vector in world space coordinates.<br/> ...2 KB (241 words) - 00:06, 2 December 2023
- ...nd Ambient Color node outputs specific data regarding both fog and ambient light. The required data is selected via the [[#paramColor|Color]] option. <br/>'''NOTE:''' Please notice that '''Ambient Light (Legacy)''' is like the name states a legacy variable. It outputs a single ...1 KB (179 words) - 00:06, 2 December 2023
- == Indirect Diffuse Light Node == ...ghting, thus the node is only visible in the available nodes menu if the ''Light Model'' is set to '''Custom Lighting''' and displays a warning if it ever h ...2 KB (291 words) - 00:06, 2 December 2023
- * Soft Light * Hard Light ...1 KB (184 words) - 00:06, 2 December 2023
- | Vertex position to be used on the light calculation. Only visible if the respective input port is not connected. | Vertex normal to be used on the light calculation.. Only visible if the respective input port is not connected. ...2 KB (238 words) - 00:06, 2 December 2023
- == Indirect Specular Light Node == ...ghting, thus the node is only visible in the available nodes menu if the ''Light Model'' is set to '''Custom Lighting''' and displays a warning if it ever h ...3 KB (416 words) - 00:06, 2 December 2023
- == Standard Surface Light == The Standard Surface Light node provides a way to calculate Standard Surface Light results in custom lighting mode. Like the Standard Surface shader, an Metal ...3 KB (498 words) - 00:06, 2 December 2023
- [[Unity_Products:Amplify_Shader_Editor/World_Space_Light_Dir|World Space Light Dir]], [[Unity_Products:Amplify_Shader_Editor/Light_Attenuation|Light Attenuation]], ...2 KB (311 words) - 00:06, 2 December 2023
- ...ims to re-create the volumetric effects of modern particle systems whereby light actually has a proper effect on our particles. ...379 bytes (56 words) - 00:06, 2 December 2023
- ...g the same texture will also share the same light information. Making that light information different between similar impostor means baking different light ...ightmap in to a single RGBA texture and another that reads it. Because the light information can use higher values that single colors allow, unity packs the ...2 KB (347 words) - 00:05, 2 December 2023
- [[Unity_Products:Amplify_Shader_Editor/Light_Attenuation|Light Attenuation]], [[Unity_Products:Amplify_Shader_Editor/Light_Color|Light Color]], ...2 KB (360 words) - 00:06, 2 December 2023
- [[Unity_Products:Amplify_Shader_Editor/Light_Attenuation|Light Attenuation]], [[Unity_Products:Amplify_Shader_Editor/Light_Color|Light Color]], ...2 KB (291 words) - 00:06, 2 December 2023
- The Fresnel node outputs the result of a Fresnel effect. It defines how light behaves when it reaches an interface between two materials with different r *'''Half Vector:''' Specified vector is an half vector (Vector between Light Dir and View Dir) ...4 KB (600 words) - 00:06, 2 December 2023
- [[Unity_Products:Amplify_Shader_Editor/Light_Attenuation|Light Attenuation]], [[Unity_Products:Amplify_Shader_Editor/Light_Color|Light Color]], ...3 KB (470 words) - 00:06, 2 December 2023
- [[Category:Nodes]][[Category:Light]] ...705 bytes (97 words) - 00:06, 2 December 2023
- |'''Rim Light''' |'''UV Light Reveal''' ...19 KB (2,398 words) - 00:06, 2 December 2023