Unity Products:Amplify Shader Editor/Standard Surface Light

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Standard Surface Light

The Standard Surface Light node provides a way to calculate Standard Surface Light results in custom lighting mode. Like the Standard Surface shader, an Metallic or Specular workflows can be chosen by the Workflow option. 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.

Nodes used: Float, Standard Surface Light, Color, Camera Depth Fade, Lerp

Node Parameter Description Default Value
Workflow Select the current workflow which the Standard Surface should use and modifies the Metallic/Specular Input port to receive the correct data.
  • Metallic: A metallic value is exposed which indicates if the surface is metallic or not. In case of a metallic surface the albedo color will control the color of the specular reflection and most light will be reflected as specular reflections. Dielectric/Non-metallic surfaces will have specular reflections with the same color of the incoming lights and will hardly reflect when looking the surface directly.
  • Specular: A specular color will be specified which will control both strength and color of specular reflections on the surface making it possible to specify different colors for both specular and diffuse reflectance.
Normal Space Define on which transform space the specified normal vector is on.
  • Tangent: Tangent Space
  • World: World Space

Input Port Description Type
Albedo Specify the albedo color which controls the base color of the shader surface. Float3
Normal Specify the tangent space normal which will be used on the lighting calculations. Float3
Emission Specify an emission color which controls the surface self-illumination color . Float3
Metallic/Specular Input Port data type will vary according to chosen workflow.

Metallic: When working on the Metallic workflow this port will specify how metallic this surface is, with 0 being non-metallic/dielectric and 1 full metallic.
Specular: When working on the Specular workflow this port will specify the color and strength of specular reflections on the surface.

Smoothness Indicates how smooth the surface is, with 0 being defined as rough and 1 as smooth. Float
Occlusion Indicates which areas of the surface should receive high and low indirect lighting. White areas will receive full indirect lighting as black areas indicates no indirect lighting. Float

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