Unity Products:Amplify Shader Editor/Nodes

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Product Page - Included Shaders - Manual - Shader Functions - Tutorials - API - Shader Templates - Nodes - Community Nodes

Available Node Categories

Camera And Screen
Constants And Properties
Functions
Image Effects
Light
Logical Operators
Math Operators
Matrix Operators
Matrix Transform
Miscellaneous
Object Transform
Surface Data
Textures
Time
Trigonometry Operators
UV Coordinates
Vector Operators
Vertex Data

Camera And Screen

Camera Depth Fade
Outputs a 0 - 1 gradient representing the distance between the surface of this object and camera near plane
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Clip Planes
Camera World Clip Planes
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Compute Grab Screen Pos
Computes texture coordinate for doing a screenspace-mapped texture sample. Input is clip space position
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Compute Screen Pos
Computes texture coordinate for doing a screenspace-mapped texture sample. Input is clip space position
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Dithering
Generates a dithering pattern
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Grab Screen Color
Grabed pixel color value from screen
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Grab Screen Position
Screen position correctly transformed to be used with Grab Screen Color
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Ortho Params
Orthographic Parameters
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Projection Matrices
Camera's Projection/Inverse Projection matrix
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Projection Params
Projection Near/Far parameters
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Screen Depth
Given a screen postion returns the depth of the scene to the object as seen by the camera
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Screen Params
Camera's Render Target size parameters
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Screen Position
Screen space position, you can either get the Screen position as is or Normalize it to have it at the [0,1] range
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View Dir
View direction vector, you can select between World space or Tangent space
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World Space Camera Pos
World Space Camera position
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Z-Buffer Params
Linearized Z buffer values
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Constants And Properties

Color
Color property
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Float
Float property
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Int
Int property
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Matrix3X3
Matrix3X3 property
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Matrix4X4
Matrix4X4 property
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PI
PI constant : 3.14159265359
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Template Parameter
Select and use one of the pre-existing properties given by the template
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Vector2
Vector2 property
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Vector3
Vector3 property
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Vector4
Vector4 property
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Functions

Function Input
Function Input
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Function Output
Function output
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Image Effects

[Deprecated] Simplex Noise
Noise generated via the Simplex algorithm
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Blend Operations
Common layer blending modes
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Desaturate
Generic desaturation operation
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Gamma To Linear
Converts color from gamma space to linear space
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HSV to RGB
Converts from HSV to RGB color space
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Linear To Gamma
Converts color from linear space to gamma space
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Luminance
Converts color to luminance (grayscale)
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Posterize
Converts a continuous gradation of tones to multiple regions of fewer tones
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RGB to HSV
Converts from RGB to HSV color space
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Simple Contrast
Simple contrast matrix multiplication
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Light

Fog And Ambient Colors
Fog and Ambient colors
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Fog Params
Parameters for fog calculation
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Indirect Specular Light
Indirect Specular Light
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Light Attenuation
Contains light attenuation for all types of light
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Light Color
Light Color, RGB value already contains light intensity while A only contains light intensity
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Object Space Light Dir
Computes object space light direction (not normalized)
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Shade Vertex Lights
Computes illumination from four per-vertex lights and ambient, given object space position & normal
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Standard Surface Light
Provides a way to create a standard surface light model in custom lighting mode
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World Space Light Dir
Computes normalized world space light direction
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Logical Operators

Debug Switch
Hard Switch between any of its input ports
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If
Conditional comparison between A with B
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Keyword Switch
Attributes a value according to the existance of a selected keyword
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Static Switch
Creates a shader keyword toggle
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Toggle Switch
Switch between any of its input ports
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Math Operators

Abs
Absolute value of scalars and vectors
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Add
Addition of two or more values ( A + B + .. )
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Ceil
Smallest integer not less than a scalar or each vector component
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Clamp
Value clamped to the range [min,max]
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DDX
Approximate partial derivative with respect to window-space X
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DDY
Approximate partial derivative with respect to window-space Y
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Distance
Euclidean distance between two points
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Divide
Division of two values ( A / B )
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Exp
Base-e exponential of scalars and vectors
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Exp2
Base-2 exponential of scalars and vectors
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Floor
Largest integer not greater than a scalar or each vector component
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Fmod
Floating point remainder of x/y with the same sign as x
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Fract
Fractional portion of a scalar or each vector component
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FWidth
Sum of approximate window-space partial derivatives magnitudes
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Length
Scalar Euclidean length of a vector
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Lerp
Linear interpolation of two scalars or vectors based on a weight
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Log
Natural logarithm of scalars and vectors
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Log10
Base-10 logarithm of scalars and vectors
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Log2
Base-2 logarithm of scalars and vectors
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Max
Maximum of two scalars or each respective component of two vectors
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Min
Minimum of two scalars or each respective component of two vectors
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Multiply
Multiplication of two or more values ( A * B * .. )

It also handles Matrices multiplication

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Negate
Negate or invert an input value
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One Minus
1 - input value
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Power
Base to the Exp-th power of scalars and vectors
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Remainder
Remainder between two variables
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Round
Rounded value of scalars or vectors
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Rsqrt
Reciprocal square root of scalars and vectors
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Saturate
Saturate clamps the input values into the [0,1] range
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Scale
Scales input value by a float factor
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Scale And Offset
Scales and offsets an input value

( ( Value * Scale ) + Offset )

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Sign
Sign of scalar or each vector component
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Simplified Fmod
Floating point remainder of x/y
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Smoothstep
Interpolate smoothly between two input values based on a third
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Sqrt
Square root of scalars and vectors
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Step
Step function returning either zero or one
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Subtract
Subtraction of two values ( A - B )
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Trunc
Largest integer not greater than a scalar or each vector component
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Matrix Operators

Determinant
Scalar determinant of a square matrix
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Inverse
Inverse matrix of a matrix
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Matrix From Vectors
Matrix From Vectors
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Position From Transform
Gets the position vector from a transformation matrix
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Transpose
Transpose matrix of a matrix
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Vector From Matrix
Retrieve vector data from a matrix
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Matrix Transform

Common Transform Matrices
All Transformation types
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Model Matrix
Current model matrix
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Model View Matrix
Current model * view matrix
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Model View Projection Matrix
Current model * view * projection matrix
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Object To World Matrix
Current model matrix
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Projection Matrix
Current projection matrix
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Texture 0 Matrix
Texture 0 Matrix
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Texture 1 Matrix
Texture 1 Matrix
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Texture 2 Matrix
Texture 2 Matrix
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Texture 3 Matrix
Texture 3 Matrix
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Transpose Model View Matrix
Transpose of model * view matrix
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View Matrix
Current view matrix
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View Projection Matrix
Current view * projection matrix.
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World To Object Matrix
Inverse of current world matrix
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World To Tangent Matrix
World to tangent transform matrix
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Miscellaneous

Billboard
Calculates new Vertex positions and normals to achieve a billboard effect.
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Color Space Double
Color Space Double
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Custom Expression
Creates a custom expression or function if return is detected in the written code.
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Decode Float RG
Decodes a previously-encoded RG float
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Decode Float RGBA
Decodes RGBA color into a float
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Decode Lightmap
Decodes color from Unity lightmap (RGBM or dLDR depending on platform)
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Decode View Normal Stereo
Decodes view space normal from enc4.xy
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Distance-based Tessellation
Calculates tessellation based on distance from camera
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Edge Length Tessellation
Tessellation level computed based on triangle edge length on the screen
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Edge Length Tessellation With Cull
Tessellation level computed based on triangle edge length on the screen with patch frustum culling
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Encode Float RG
Encodes [0..1] range float into a float2
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Encode Float RGBA
Encodes [0..1] range float into RGBA color, for storage in low precision render target
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Encode View Normal Stereo
Encodes view space normal into two numbers in [0..1] range
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Get Local Var
Use a registered local variable
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Layered Blend
Mix all channels through interpolation factors
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LOD Fade
LODFadeNode
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Noise Generator
Collection of procedural noise generators
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Register Local Var
Forces a local variable to be written with the given name. Can then be fetched at any place with a Get Local Var node.
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Summed Blend
Mix all channels through weighted sum
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Switch by Face
Switch which automaticaly uses a Face variable to select which input to use
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Weighted Blend
Mix all channels through weighted average sum
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Object Transform

Object Space View Dir
Object space direction (not normalized) from given object space vertex position towards the camera
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Object To Clip Pos
Transforms a point from object space to the camera’s clip space in homogeneous coordinates
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Object To View Pos
Transforms a point from object space to view space
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Object To World
Transforms input to World Space
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World Space View Dir
World space direction (not normalized) from given object space vertex position towards the camera
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World To Object
Transforms input to Object Space
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World Transform Params
World Transform Params contains information about the transform, W is usually 1.0, or -1.0 for odd-negative scale transforms
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Surface Data

Depth Fade
Outputs a 0 - 1 gradient representing the distance between the surface of this object and geometry behind
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Fresnel
Simple Fresnel effect
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Surface Depth
Returns the surface view depth
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World Bitangent
Per pixel world bitangent vector
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World Normal
Per pixel world normal vector, accepts a Normal vector in tangent space (ie: normalmap)
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World Position
World space position
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World Reflection
Per pixel world reflection vector, accepts a Normal vector in tangent space (ie: normalmap)
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Textures

Blend Normals
Blend Normals
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Substance Sample
Samples a procedural material
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Texel Size
Texel Size for a given texture object
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Texture Array
Texture Array fetches a texture from a texture2DArray asset file given a index value
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Texture Object
Represents a Texture Asset. Can be used in samplers Tex inputs or shader function inputs to reuse the same texture multiple times.
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Texture Sample
Samples a chosen texture and returns its color values, Texture and UVs can be overriden and you can select different mip modes and levels. It can also unpack and scale textures marked as normalmaps.
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Triplanar Sampler
Triplanar Mapping
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Unpack Scale Normal
Applies UnpackNormal/UnpackScaleNormal function
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Virtual Texture Object
Represents a Virtual Texture Asset
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Time

Cos Time
Cosine of time
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Sin Time
Unity sin time
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Time
Time in seconds with a scale multiplier
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Time Parameters
Time since level load
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Trigonometry Operators

ACos
Arccosine of scalars and vectors
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ASin
Arcsine of scalars and vectors
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ATan
Arctangent of scalars and vectors
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ATan2
Arctangent of y/x
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Cos
Cosine of scalars and vectors
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Cosh
Hyperbolic cosine of scalars and vectors
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Degrees
Converts values of scalars and vectors from radians to degrees
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Radians
Converts values of scalars and vectors from degrees to radians
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Sin
Sine of scalars and vectors
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Sinh
Hyperbolic sine of scalars and vectors
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Tan
Tangent of scalars and vectors
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Tanh
Hyperbolic tangent of scalars and vectors
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UV Coordinates

Panner
Pans UV texture coordinates according to its inputs
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Parallax Mapping
Calculates offseted UVs for parallax mapping
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Parallax Occlusion Mapping
Calculates offseted UVs for parallax occlusion mapping
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Parallax Offset
Calculates UV offset for parallax normal mapping
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Rotator
Rotates UVs or any Vector2 value from an Anchor point for a specified Time value
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Texture Coordinates
Texture UV coordinates set, if Tex is connected to a texture object it will use that texture scale factors, otherwise uses Tilling and Offset port values
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Vector Operators

Append
Append channels to create a new component
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Break To Components
Breaks the input data into its individual components
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Component Mask
Mask certain channels from vectors/color components
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Cross
Cross product of two three-component vectors ( A x B )
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Dot
Scalar dot product of two vectors ( A . B )
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Normalize
Normalizes a vector
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Reflect
Reflection vector given an incidence vector and a normal vector
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Refract
Computes a refraction vector
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Swizzle
swizzle components of vector types
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Vertex Data

Face
Indicates whether the rendered surface is facing the camera (1), or facing away from the camera(-1)
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Object Scale
Object Scale extracted directly from its transform matrix
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Vertex Bitangent
Calculated bitangent vector in object space, can be used in both local vertex offset and fragment outputs. Already has tangent sign and object transform into account
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Vertex Color
Vertex color interpolated on fragment
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Vertex Normal
Vertex normal vector in object space, can be used in both local vertex offset and fragment outputs
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Vertex Position
Vertex position vector in object space, can be used in both local vertex offset and fragment outputs
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Vertex Tangent
Vertex tangent vector in object space, can be used in both local vertex offset and fragment outputs
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Vertex Tangent Sign
Vertex tangent sign in object space, return the W value of tangent vector that contains only the sign of the tangent
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Vertex TexCoord
Vertex texture coordinates, can be used in both local vertex offset and fragment outputs
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