Unity Products:Amplify Shader Editor/Fract and Unity Products:Amplify Shader Editor/HSV to RGB: Difference between pages

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[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]


== Fract Node ==
== HSV to RGB Node ==
The Fract Node outputs the fractional part of the value or of the individual components of vectors set on its [[#paramInput|Input]]. Internally what it does is something similar to '''Input - [[Unity_Products:Amplify_Shader_Editor/Floor|Floor]]( Input )''' which removes the integer part of the value leaving only the fractional one.


<img class="responsive-img" src="http://wiki.amplify.pt/images/NodeDetail/FractGraphicNode.png">
The HSV to RGB node converts a value from an HSV to a RGB color space.
RGB color space is defined by three separate channels:
* '''R:''' First channel defines the amount of red in the color
* '''G:''' Second channel defines the amount of green in the color
* '''B:''' Third channel defines the amount of blue in the color


<img class="responsive-img" src="http://wiki.amplify.pt/images/NodeDetail/FractNode.gif">
As for the HSV color space, it represents color in a cylinder and also contains three separate channels but each one as a completely different meaning
* '''Hue:''' First channel defines the color itself as an angle on a color cylinder 
* '''Saturation:''' Second channel defines amount of gray in the color as a distance across a color cylinder radius
* '''Value:''' Third channel defines brightness/intensity of the color as a distance across a color cylinder height
 
<img class="responsive-img" src="http://wiki.amplify.pt/images/NodeDetail/HSVtoRGBNode.jpg">
<br/><font size="1">Nodes used:  
<br/><font size="1">Nodes used:  
[[Unity_Products:Amplify_Shader_Editor/World_Position|World Position]],  
[[Unity_Products:Amplify_Shader_Editor/World_Position|World Position]],
[[Unity_Products:Amplify_Shader_Editor/Scale|Scale]],
[[Unity_Products:Amplify_Shader_Editor/Float|Float]],
[[Unity_Products:Amplify_Shader_Editor/Fract|Fract]]
[[Unity_Products:Amplify_Shader_Editor/HSV_to_RGB|HSV to RGB]]
</font>
</font>


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|-
|-
! style="width: 10%;" | Node Parameter !! Description !! style="width: 10%;" | Default Value
! style="width: 10%;" | Node Parameter !! Description !! style="width: 10%;" | Default Value
|- style="background: #e5e5e5;" |
|- style="background: #e5e5e5;"
| id="paramInput" | Input
| id="paramHue" | Hue
| Value to be used in the ''Fract'' calculation. Only visible if the respective input port is not connected.
| Color itself, represents an angle on the HSV cylindrical model.
Only visible if the respective input port is not connected.
| 0
|- style="background: #e5e5e5;"
| id="paramSaturation" | Saturation
| Amount of gray in the color, represents a distance across the HSV cylindrical model radius.
Only visible if the respective input port is not connected.
| 0
|- style="background: #e5e5e5;"
| id="paramValue" | Value
| Brightness/Intensity of the color, represents a distance across the HSV cylindrical model height.
Only visible if the respective input port is not connected.
| 0
| 0
|-
| id="paramprecision" | Precision
| Defines the amount of bytes the variable can hold, effectively defining how precise the value is. It's usefulness is bond by the hardware specifications necessary. Lowest precision is slightly faster but might produce errors and artifacts.
* '''Float:''' Highest precision, useful for values that can be very high or very low in value (ie: positions, coordinates, etc)
* '''Half:''' Medium precision, in most cases is as good as '''Float''' but at half of it's precision
*'''Inherit:''' Use global precision set on master node properties
| Float
|-
|}
|}


{| class="wikitable" style="width: 100%;"
{| class="wikitable" style="width: 100%;"
|-  
|-  
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
|-
| Hue
| Color itself, represents an angle on the HSV cylindrical model.
| Float
|-  
|-  
| ''Input''
| Saturation
| Value to be used in the ''Fract'' calculation.
| Amount of gray in the color, represents a distance across the HSV cylindrical model radius.
| Float <sup id="ref1">[[#anchor|[1]]]</sup>
| Float
|-
| Value
| Brightness/Intensity of the color, represents a distance across the HSV cylindrical model height.
| Float
|}
|}




----
{| class="wikitable" style="width: 100%;"
# <span id="anchor1">'''[[#ref1|^]]'''</span> Port automatically adapts to all connection types except Matrices and [[Unity Products:Amplify Shader Editor/Texture Object|Sampler]] types.
|-  
! style="width: 10%;" | Output Port !! Description !! style="width: 10%;" | Type
|-
| RGB
| Returns the converted value in RGB color space.
| Float3
|-
| R
| Returns only the Red component of the converted value in RGB color space.
| Float
|-
| G
| Returns only the Green component of the converted value in RGB color space.
| Float
|-
| B
| Returns only the Blue component of the converted value in RGB color space.
| Float
|}


[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Category:Nodes]][[Category:Math Operators]]
[[Category:Nodes]][[Category:Image Effects]]

Latest revision as of 00:06, 2 December 2023

Back to Node List

HSV to RGB Node

The HSV to RGB node converts a value from an HSV to a RGB color space. RGB color space is defined by three separate channels:

  • R: First channel defines the amount of red in the color
  • G: Second channel defines the amount of green in the color
  • B: Third channel defines the amount of blue in the color

As for the HSV color space, it represents color in a cylinder and also contains three separate channels but each one as a completely different meaning

  • Hue: First channel defines the color itself as an angle on a color cylinder
  • Saturation: Second channel defines amount of gray in the color as a distance across a color cylinder radius
  • Value: Third channel defines brightness/intensity of the color as a distance across a color cylinder height


Nodes used: World Position, Float, HSV to RGB

Node Parameter Description Default Value
Hue Color itself, represents an angle on the HSV cylindrical model.

Only visible if the respective input port is not connected.

0
Saturation Amount of gray in the color, represents a distance across the HSV cylindrical model radius.

Only visible if the respective input port is not connected.

0
Value Brightness/Intensity of the color, represents a distance across the HSV cylindrical model height.

Only visible if the respective input port is not connected.

0
Precision Defines the amount of bytes the variable can hold, effectively defining how precise the value is. It's usefulness is bond by the hardware specifications necessary. Lowest precision is slightly faster but might produce errors and artifacts.
  • Float: Highest precision, useful for values that can be very high or very low in value (ie: positions, coordinates, etc)
  • Half: Medium precision, in most cases is as good as Float but at half of it's precision
  • Inherit: Use global precision set on master node properties
Float


Input Port Description Type
Hue Color itself, represents an angle on the HSV cylindrical model. Float
Saturation Amount of gray in the color, represents a distance across the HSV cylindrical model radius. Float
Value Brightness/Intensity of the color, represents a distance across the HSV cylindrical model height. Float


Output Port Description Type
RGB Returns the converted value in RGB color space. Float3
R Returns only the Red component of the converted value in RGB color space. Float
G Returns only the Green component of the converted value in RGB color space. Float
B Returns only the Blue component of the converted value in RGB color space. Float

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