Unity Products:Amplify Shader Editor/Indirect Specular Light

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Indirect Specular Light Node

Indirect Specular Light retrieves the specular reflections from Unity's global illumination system. This is equivalent to say it retrieves the reflections from reflection probes. It's only useful when doing some sort of custom lighting, 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 happens to be outside of it. NOTE: This node should be only used over connections made with the Custom Lighting input port from the surface Output node.


Nodes used: Texture Sample, Float, Indirect Specular Light

Node Parameter Description Default Value
Normal Space Lets you select the space the Normal input port needs to be in
  • Tangent: Changes the Normal input port to accept values in tangent space. (internally does a tangent to world conversion)
  • World: Changes the Normal input port to accept values in world space and changes it's name accordingly. This is useful in case other nodes are being used that also require world normals by preventing multiple unnecessary tangent to world conversions.
Tangent
Roughness A constant value that blurs the resulting reflection. Roughness is the inverse of Smoothness (R = 1 - S). A value of 0 means a perfect mirror reflection while a value of 1 means a perfect matte material. Only visible if respective port is not connected. 0
Occlusion A constant value that darkens the resulting reflection. Only visible if respective port is not connected. 1


Input Port Description Type
Normal The normal value to change the the retrieval of the indirect diffuse light. If left unconnected uses the mesh default normal. Float3
Roughness A value that blurs the resulting reflection. Roughness is the inverse of Smoothness (R = 1 - S). A value of 0 means a perfect mirror reflection while a value of 1 means a perfect matte material. Float
Occlusion A value that darkens the resulting reflection. Float

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