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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
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