Unity Products:Amplify Shader Editor/Nodes

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Latest Nodes

Object To World
World To Object
Substance Sample
Texture Array
Linear to Gamma
Gamma to Linear
Grab Screen Position
Summed Blend
Toggle Switch
Scale And Offset
Noise Generator
Distance-based Tessellation
Edge Length Tessellation
Edge Length Tessellation with Cull


Available Node Categories

Camera and Screen
Constants
Fog and Ambient
Forward Render
Generic
Image Effects
Light
Logical Operators
Matrix
Misc
Operators
Screen Space
Surface Standard Inputs
Textures
Time
Transform
Trigonometry
Various
Vector
Vertex Data
Vertex Transform
Vertex-lit

Camera and Screen

ClipPlanes.jpg Clip Planes
Camera World Clip Planes

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OrthoParams.jpg Ortho Params
Orthographic Parameters

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ProjectionMatrices.jpg Projection Matrices
Camera's Projection/Inverse Projection matrix

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ProjectionParams.jpg Projection Params
Projection Near/Far parameters

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ScreenParams.jpg Screen Params
Camera's Render Target size parameters

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WorldSpaceCameraPos.jpg World Space Camera Pos
World Space Camera position

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ZBufferParams.jpg Z-Buffer Params
Linearized Z buffer values

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Constants

Color.jpg Color
Color property

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Float.jpg Float
Float property

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Int.jpg Int
Int property

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Matrix3X3.jpg Matrix3X3
Matrix3X3 property

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Matrix4X4.jpg Matrix4X4
Matrix4X4 property

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PI.jpg PI
PI constant : 3.14159265359

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Vector2.jpg Vector2
Vector2 property

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Vector3.jpg Vector3
Vector3 property

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Vector4.jpg Vector4
Vector4 property

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Fog and Ambient

FogandAmbientColors.jpg Fog and Ambient Colors
Fog and Ambient colors

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FogParams.jpg Fog Params
Parameters for fog calculation

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Forward Render

ObjectSpaceLightDir.jpg Object Space Light Dir
Computes object space direction (not normalized) to light, given object space vertex position

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WorldSpaceLightDir.jpg World Space Light Dir
Computes world space direction (not normalized) to light, given object space vertex position

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Generic

DecodeFloatRG.jpg Decode Float RG
Decodes a previously-encoded RG float

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DecodeFloatRGBA.jpg Decode Float RGBA
Decodes RGBA color into a float

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DecodeLightmap.jpg Decode Lightmap
Decodes color from Unity lightmap (RGBM or dLDR depending on platform)

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DecodeViewNormalStereo.jpg Decode View Normal Stereo
Decodes view space normal from enc4.xy

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Dithering.jpg Dithering
Generates a dithering pattern

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EncodeFloatRG.jpg Encode Float RG
Encodes [0..1] range float into a float2

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EncodeFloatRGBA.jpg Encode Float RGBA
Encodes [0..1] range float into RGBA color, for storage in low precision render target

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EncodeViewNormalStereo.jpg Encode View Normal Stereo
Encodes view space normal into two numbers in [0..1] range

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GammatoLinear.jpg Gamma to Linear
Converts color from gamma space to linear space

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LineartoGamma.jpg Linear to Gamma
Converts color from linear space to gamma space

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Luminance.jpg Luminance
Converts color to luminance (grayscale)

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ObjectSpaceViewDir.jpg Object Space View Dir
Object space direction (not normalized) from given object space vertex position towards the camera

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ParallaxMapping.jpg Parallax Mapping
Calculates offseted UVs for parallax mapping

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ParallaxOcclusionMapping.jpg Parallax Occlusion Mapping
Calculates offseted UVs for parallax occlusion mapping

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ParallaxOffset.jpg Parallax Offset
Calculates UV offset for parallax normal mapping

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SurfaceDepth.jpg Surface Depth
Returns the surface view depth

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WorldSpaceViewDir.jpg World Space View Dir
World space direction (not normalized) from given object space vertex position towards the camera

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Image Effects

DeprecatedSimplexNoise.jpg [Deprecated] Simplex Noise
Noise generated via the Simplex algorithm

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BlendOperations.jpg Blend Operations
Common layer blending modes

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NoiseGenerator.jpg Noise Generator
Collection of procedural noise generators

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Posterize.jpg Posterize
Converts a continuous gradation of tones to multiple regions of fewer tones

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SimpleContrast.jpg Simple Contrast
Simple contrast matrix multiplication

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Light

LightColor.jpg Light Color
Light Color

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WorldSpaceLightPos.jpg World Space Light Pos
Light Position

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Matrix

Determinant.jpg Determinant
Scalar determinant of a square matrix

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Inverse.jpg Inverse
Inverse matrix of a matrix

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Transpose.jpg Transpose
Transpose matrix of a matrix

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Misc

Append.jpg Append
Append channels to create a new component

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BreakToComponents.jpg Break To Components
Break a data connection into its components

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ComponentMask.jpg Component Mask
Mask certain channels from vectors/color components

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CustomExpression.jpg Custom Expression
Creates Custom Expression

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DebugSwitch.jpg Debug Switch
Hard Switch between any of its input ports

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Fresnel.jpg Fresnel
Simple Fresnel effect

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GetLocalVar.jpg Get Local Var
Use a registered local variable

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LayeredBlend.jpg Layered Blend
Mix all channels through interpolation factors

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MatrixFromVectors.jpg Matrix From Vectors
Matrix From Vectors

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ObjectToWorld.jpg Object To World
Transforms input to World Space

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PositionfromTransform.jpg Position from Transform
Gets the position vector from a transformation matrix

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RegisterLocalVar.jpg Register Local Var
Forces a local variable to be written

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Relay.jpg Relay
Relay

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SummedBlend.jpg Summed Blend
Mix all channels through weighted sum

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Swizzle.jpg Swizzle
swizzle components of vector types

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ToggleSwitch.jpg Toggle Switch
Switch between any of its input ports

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VectorFromMatrix.jpg Vector From Matrix
Retrieve vector data from a matrix

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WeightedBlend.jpg Weighted Blend
Mix all channels through weighted average sum

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WorldToObject.jpg World To Object
Transforms input to Object Space

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Operators

Abs.jpg Abs
Absolute value of scalars and vectors

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Add.jpg Add
Simple add of two variables

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Ceil.jpg Ceil
Smallest integer not less than a scalar or each vector component

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Clamp.jpg Clamp
Value clamped to the range [min,max]

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DDX.jpg DDX
Approximate partial derivative with respect to window-space X

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DDY.jpg DDY
Approximate partial derivative with respect to window-space Y

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Distance.jpg Distance
Euclidean distance between two points

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Divide.jpg Divide
Simple divide of two variables

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Exp.jpg Exp
Base-e exponential of scalars and vectors

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Exp2.jpg Exp2
Base-2 exponential of scalars and vectors

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Floor.jpg Floor
Largest integer not greater than a scalar or each vector component

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Fmod.jpg Fmod
Remainder of x/y with the same sign as x

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Fract.jpg Fract
Fractional portion of a scalar or each vector component

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FWidth.jpg FWidth
Sum of approximate window-space partial derivatives magnitudes

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Length.jpg Length
Scalar Euclidean length of a vector

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Lerp.jpg Lerp
Linear interpolation of two scalars or vectors based on a weight

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Log.jpg Log
Natural logarithm of scalars and vectors

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Log10.jpg Log10
Base-10 logarithm of scalars and vectors

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Log2.jpg Log2
Base-2 logarithm of scalars and vectors

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Max.jpg Max
Simple Maximum of two scalars or each respective component of two vectors

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Min.jpg Min
Simple Minimum of two scalars or each respective component of two vectors

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Multiply.jpg Multiply
Simple multiplication of two variables

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Negate.jpg Negate
Negate or invert any input

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OneMinus.jpg One Minus
1 - input value

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Power.jpg Power
Base to the Exp-th power of scalars and vectors

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Remainder.jpg Remainder
Remainder between two variables

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Round.jpg Round
Rounded value of scalars or vectors

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Rsqrt.jpg Rsqrt
Reciprocal square root of scalars and vectors

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Saturate.jpg Saturate
Smallest integer not less than a scalar or each vector component

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Scale.jpg Scale
Scales input by a float factor

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ScaleAndOffset.jpg Scale And Offset
Scales and offsets a value

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Sign.jpg Sign
Sign of scalar or each vector component

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SimplifiedFmod.jpg Simplified Fmod
Remainder of x/y

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Smoothstep.jpg Smoothstep
Interpolate smoothly between two input values based on a third

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Sqrt.jpg Sqrt
Square root of scalars and vectors

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Step.jpg Step
Step function returning either zero or one

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Subtract.jpg Subtract
Simple subtraction of two variables

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Trunc.jpg Trunc
Largest integer not greater than a scalar or each vector component

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Screen Space

ComputeGrabScreenPos.jpg Compute Grab Screen Pos
Computes texture coordinate for doing a screenspace-mapped texture sample. Input is clip space position

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ComputeScreenPos.jpg Compute Screen Pos
Computes texture coordinate for doing a screenspace-mapped texture sample. Input is clip space position

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Surface Standard Inputs

GrabScreenColor.jpg Grab Screen Color
Grabed pixel color value from screen

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GrabScreenPosition.jpg Grab Screen Position
Screen position correctly transformed to be used with Grab Screen Color

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ScreenDepth.jpg Screen Depth
Given a screen postion returns the depth of the scene to the object as seen by the camera

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ScreenPosition.jpg Screen Position
Screen space position

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TexelSize.jpg Texel Size
Texel Size for a given sampler

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TextureCoordinates.jpg Texture Coordinates
Texture UV coordinates set

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ViewDir.jpg View Dir
View direction vector

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WorldBitangent.jpg World Bitangent
Per pixel world bitangent vector

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WorldNormal.jpg World Normal
Per pixel world normal vector

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WorldPosition.jpg World Position
World space position

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WorldReflection.jpg World Reflection
Per pixel world reflection vector

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Textures

BlendNormals.jpg Blend Normals
Blend Normals

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Panner.jpg Panner
Pans UV texture coordinates according to its inputs

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SubstanceSample.jpg Substance Sample
Samples a procedural material

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TextureArray.jpg Texture Array
Texture Array

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TextureSample.jpg Texture Sample
Textures Samples a choosen texture a returns its color

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TextureObject.jpg Texture Object
Represents a Texture Asset. Can only be used alongside Texture Sample node by connecting to its Tex Input Port

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UnpackScaleNormal.jpg Unpack Scale Normal
Applies UnpackNormal/UnpackScaleNormal function

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VirtualTextureObject.jpg Virtual Texture Object
Represents a Virtual Texture Asset. Can only be used alongside Texture Sample node by connecting to its Tex Input Port

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Time

CosTime.jpg Cos Time
Cosine of time

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DeltaTime.jpg Delta Time
Delta time

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SinTime.jpg Sin Time
Unity sin time

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TimeParameters.jpg Time Parameters
Time since level load

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Transform

CommonTransformMatrices.jpg Common Transform Matrices
All Transformation types

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InverseTransposeModelViewMatrix.jpg Inverse Transpose Model View Matrix
All Transformation types

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ModelMatrix.jpg Model Matrix
Current model matrix

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ModelViewMatrix.jpg Model View Matrix
Current model * view matrix

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ModelViewProjectionMatrix.jpg Model View Projection Matrix
Current model * view * projection matrix

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ObjecttoWorldMatrix.jpg Object to World Matrix
Current model matrix

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ProjectionMatrix.jpg Projection Matrix
Current projection matrix

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ScaleMatrix.jpg Scale Matrix
Scale Matrix

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Texture0Matrix.jpg Texture 0 Matrix
Texture 0 Matrix

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Texture1Matrix.jpg Texture 1 Matrix
Texture 1 Matrix

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Texture2Matrix.jpg Texture 2 Matrix
Texture 2 Matrix

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Texture3Matrix.jpg Texture 3 Matrix
Texture 3 Matrix

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TransposeModelViewMatrix.jpg Transpose Model View Matrix
Transpose of model * view matrix

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ViewMatrix.jpg View Matrix
Current view matrix

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ViewProjectionMatrix.jpg View Projection Matrix
Current view * projection matrix.

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WorldtoObjectMatrix.jpg World to Object Matrix
Inverse of current world matrix

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WorldtoTangentMatrix.jpg World to Tangent Matrix
World to tangent transform matrix

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Trigonometry

ACos.jpg ACos
Arccosine of scalars and vectors

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ASin.jpg ASin
Arcsine of scalars and vectors

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ATan.jpg ATan
Arctangent of scalars and vectors

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ATan2.jpg ATan2
Arctangent of y/x

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Cos.jpg Cos
Cosine of scalars and vectors

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Cosh.jpg Cosh
Hyperbolic cosine of scalars and vectors

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Degrees.jpg Degrees
Converts values of scalars and vectors from radians to degrees

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Radians.jpg Radians
Converts values of scalars and vectors from degrees to radians

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Sin.jpg Sin
Sine of scalars and vectors

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Sinh.jpg Sinh
Hyperbolic sine of scalars and vectors

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Tan.jpg Tan
Tangent of scalars and vectors

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Tanh.jpg Tanh
Hyperbolic tangent of scalars and vectors

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Various

ColorSpaceDouble.jpg Color Space Double
Color Space Double

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LODFade.jpg LOD Fade
LODFadeNode

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Vector

Cross.jpg Cross
Cross product of two three-component vectors

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Dot.jpg Dot
Scalar dot product of two vectors

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Normalize.jpg Normalize
Normalizes a vector

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Reflect.jpg Reflect
Reflection vector given an incidence vector and a normal vector

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Refract.jpg Refract
Computes a refraction vector

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Vertex Data

DistancebasedTessellation.jpg Distance-based Tessellation
Calculates tessellation based on distance from camera

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EdgeLengthTesselationwithCull.jpg Edge Length Tessellation with Cull
Tessellation level computed based on triangle edge length on the screen

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EdgeLengthTessellation.jpg Edge Length Tessellation
Tessellation level computed based on triangle edge length on the screen with patch frustum culling

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VertexColor.jpg Vertex Color
Vertex color interpolated on fragment

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VertexNormal.jpg Vertex Normal
Vertex normal vector in object space, can be used in both local vertex offset and fragment outputs

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VertexPosition.jpg Vertex Position
Vertex position vector in object space, can be used in both local vertex offset and fragment outputs

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VertexTangent.jpg Vertex Tangent
Vertex tangent vector in object space, can be used in both local vertex offset and fragment outputs

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VertexTexCoord.jpg Vertex TexCoord
Vertex texture coordinates, can be used in both local vertex offset and fragment outputs

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Vertex Transform

ObjectToClipPos.jpg Object To Clip Pos
Transforms a point from object space to the camera’s clip space in homogeneous coordinates

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ObjectToViewPos.jpg Object To View Pos
Transforms a point from object space to view space

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Vertex-lit

ShadeVertexLights.jpg Shade Vertex Lights
Computes illumination from four per-vertex lights and ambient, given object space position & normal

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