Unity Products:Amplify Shader Editor/Fresnel
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Fresnel Node
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 refractive indices, how much of it is reflected and refracted.
This node in particular deals with the reflection part and calculates the Fresnel Reflection Coefficient which is defined by the following expression ReflectionCoefficient = Bias + Scale x ( 1 + N.I )^{Power}.
Each member of the equation can be modified except the I variable which defines an Incident vector from the camera to the object and is internally calculated by the node as the inverted World View Direction vector.
Nodes used:
Float,
Texture Sample,
Fresnel,
Color,
Multiply
Node Parameter  Description  Default Value 

Type  Specifies Fresnel type

Standard 
Normal Vector  Specifies in which coordinates space the normal vector is

World Normal 
View Vector  Specifies what vector is set on View Dir input port

View Dir 
Available only on Standard Type  
Bias  Defines the Bias variable of the Fresnel equation. Only visible if the respective input port is not connected.  0 
Scale  Defines the Scale variable of the Fresnel equation. Only visible if the respective input port is not connected.  1 
Power  Defines the Power variable of the Fresnel equation. Only visible if the respective input port is not connected.  5 
Available only on Schlick Type  
F0  Reflectance at normal incidence  0 
Available only on Schlick IOR Type  
IOR  Index of Refraction  1 
Other properties  
Normalize Vectors  Forces all received vectors to be normalized  False 
Safe Power  Guarantees that internal value used on powers base operation is positive to avoid NaN.  False 
Input Port  Description  Type 

World/Tangent Normal or Half Vector  Entry vector to be used.  Float 3 
Bias  Defines the Bias variable of the Fresnel equation.  Float 
Scale  Defines the Scale variable of the Fresnel equation.  Float 
Power  Defines the Power variable of the Fresnel equation.  Float 
IOR or F0  Index of refraction or reflectance at normal incidence value to be used.  Float 