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Latest revision as of 21:14, 30 October 2024
Shader Graph
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Amplify Shader Editor
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Shader Graph
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Amplify Shader Editor
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Alpha Merge
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Alpha Merge
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Alpha Split
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Alpha Split
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Altitude Mask
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Angle Mask
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Bacteria
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Bacteria
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Bacteria Smoothstep
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Bacteria Smoothstep
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Bend Deformer
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Billboard
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Billboard
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Blend Normal Water
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Branch On RP
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Switch by Pipeline
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Brick
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Bricks Pattern
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Builtin Cornea IOR
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Builtin Iris Plane Offset
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Builtin Iris Radius
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Camera Distance Mask
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Color To Grayscale
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Grayscale
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Custom Render Texture Self
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Custom Render Texture Size
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Custom Render Texture Slice
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Decal Edge Mask
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Dots
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Dots Pattern
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Face Normal
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World Normal Face
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FlowMapping
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Flow
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Gerstner Wave
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Grid
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Grid
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Hair Coloration Along Length
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Hair Going Grey
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HalfAngle
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Blinn-Phong Half Vector
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Height Mask
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Herringbone
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Herringbone
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Hex Lattice
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Hex Lattice
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Houndstooth
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Houndstooth
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Levels
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NormalDistributionTrowReitz
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Sample Raw Cubemap
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SchlickFresnelReflectance
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SmithGGXGeometryTerm
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Smooth Wave
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Smooth Wave
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Spiral
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Spiral
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Stripes
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Stripes
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Triplanar Direction Masks
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Truchet
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Truchet
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UV Interior Cubemap
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UV Interior Cubemap
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UV LatLong
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UV Sphere Map
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Whirl
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Whirl
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Zig Zag
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Zig Zag
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URP Sample Buffer
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URP Sample Buffer
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Redirect Preview
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Relay
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Compute Water Vertex Position
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Evaluate Foam Data
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Evaluate Refraction Data
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Evaluate Scattering Color
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Evaluate Simulation Additional Data
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Evaluate Simulation Caustics
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Evaluate Water Simulation Displacement
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Evaluate Tip Thickness
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Pack Water Vertex Data
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Normal Vector
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World Normal
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Sample Texture 2D LOD
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Texture Sample
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2D Light Texture
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Absolute
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Abs
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Add
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Add
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All
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All
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Ambient
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Fog And Ambient Colors
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And
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And
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Any
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Any
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Arccosine
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ACos
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Arcsine
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ASin
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Arctangent
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ATan
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Arctangent2
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ATan2
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Baked GI
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SRP Baked GI
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Bitangent Vector
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Vertex Bitangent
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Bitangent
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World Bitangent
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Blackbody
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Blackbody
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Blend
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Blend Operations
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Boolean
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Branch
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Branch On Input Connection
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Calculate Level Of Detail Texture 2D
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Compute Mip Level
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Camera
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World Space Camera Pos, Ortho Params, Projection Params
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Ceiling
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Ceil
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Channel Mask
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Component Mask
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Channel Mixer
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Checkerboard
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Checkerboard
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Circle Pupil Animation
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Clamp
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Clamp
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Color Mask
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Color Mask
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Color
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Color
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Colorspace Conversion
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HSV to RGB
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Colorspace Conversion
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RGB to HSV
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Combine
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Append
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Comparison
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Compare
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Compute Deformation
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Constant
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PI, Tau
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Contrast
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Simple Contrast
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Cornea Refraction
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Cosine
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Cos
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Cross Product
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Cross
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Cubemap Asset
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Texture Object
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Custom Function
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Custom Expression
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Custom Interpolators
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Vertex To Fragment
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DDX
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DDX
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DDXY
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DDY
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DDY
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Degrees To Radians
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Radians
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Dielectric Specular
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Dielectric Specular
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Diffusion Profile
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Diffusion Profile
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Distance
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Distance
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Dither
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Dither
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Divide
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Divide
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Dot Product
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Dot
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Ellipse
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Ellipse
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Emission
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HD Emission
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Exponential
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Exp
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Exponential
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Exp2
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Exposure
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Exposure
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Eye Index
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Eye Surface Type Debug
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Fade Transition
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Flip
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Flip
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Flipbook
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Flipbook
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Float
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Float
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Floor
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Floor
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Fog
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Fog Params
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Fraction
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Fract
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Fresnel Effect
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Fresnel
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Fresnel Equation
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Gather Texture 2D
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Gradient
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Gradient
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Gradient Noise
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Custom Color Buffer (HDRP)
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Custom Depth (HDRP)
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HD Sample Buffer
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HD Scene Color
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HD Scene Depth
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Hue
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Simple HUE
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Hyperbolic Cosine
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Cosh
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Hyperbolic Sine
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Sinh
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Hyperbolic Tangent
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Tanh
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Instance ID
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Instance ID
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Integer
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Int
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Inverse Lerp
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Inverse Lerp
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Invert Colors
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Iris Limbal Ring
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Iris Offset
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Iris Out of Bound Color Clamp
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Iris UV Location
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Is Front Face
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Face
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Is Infinite
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Is Infinite
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Is NaN
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Is NaN
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Keyword
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Switch
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Length
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Length
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Lerp
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Lerp
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Linear Blend Skinning
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Log
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Log
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Get Main Light Direction
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Matrix 2x2
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Matrix 3x3
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Matrix3X3
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Matrix 4x4
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Matrix4X4
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Matrix Construction
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Vector From Matrix
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Matrix Determinant
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Determinant
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Matrix Split
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Matrix From Vectors
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Matrix Transpose
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Transpose
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Maximum
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Max
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Metal Reflectance
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Metal Reflectance
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Minimum
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Min
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Modulo
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Remainder
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Multiply
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Multiply
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Nand
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Nand
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Negate
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Negate
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Noise Sine Wave
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Noise Sine Wave
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Normal Blend
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Blend Normals
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Normal From Height
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Normal From Height
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Normal From Texture
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Normal From Texture
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Normal Reconstruct Z
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Normal Reconstruct Z
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Normal Strength
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Normal Unpack
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Normal Vector
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Vertex Normal
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Normalize
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Normalize
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Not
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Not
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Object
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Object Bounds, Object Position, Object Scale
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One Minus
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One Minus
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Or
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Or
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Parallax Mapping
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Parallax Mapping
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Parallax Occlusion Mapping
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Parallax Occlusion Mapping
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Polar Coordinates
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Polar Coordinates
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Polygon
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Polygon
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Position
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World Position
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Position
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Vertex Position
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Posterize
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Posterize
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Power
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Power
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Projection
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Projection
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Radial Shear
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Radial Shear
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Radians To Degrees
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Degrees
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Random Range
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Random Range
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Reciprocal
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Reciprocal
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Reciprocal Square Root
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Rsqrt
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Rectangle
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Rectangle
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Reflection
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Reflect
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Reflection Probe
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Reflection Probe
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Refract
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Refract
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Rejection
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Rejection
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Remap
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Remap
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Replace Color
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Replace Color
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Rotate About Axis
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Rotate About Axis
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Rotate
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Rotator
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Round
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Round
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Rounded Polygon
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Rounded Rectangle
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Rounded Rectangle
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Sample Cubemap
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Texture Sample
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Sample Gradient
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Gradient Sample
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Sample Reflected Cubemap
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Texture Sample
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Sample Texture 2D Array
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Texture Sample
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Sample Texture 2D
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Texture Sample
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Sample Texture 3D
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Texture Sample
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Sample Virtual Texture
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Virtual Texture Object
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Sampler State
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Sampler State
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Saturate
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Saturate
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Saturation
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Sawtooth Wave
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Sawtooth Wave
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Scene Color
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Grab Screen Color
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Scene Depth Difference
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Scene Depth
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Screen Depth
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Sclera Iris Blend
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Sclera Limbal Ring
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Sclera UV Location
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Screen
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Screen Params
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Screen Position
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Screen Position
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Sign
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Sign
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Simple Noise
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Noise Generator
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Sine
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Sin
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Slider
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Float
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Smoothstep
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Smoothstep
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Sphere Mask
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Sphere Mask
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Spherize
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Spherize
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Split
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Split
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Split Texture Transform
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Texture Transform
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Square Root
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Sqrt
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Square Wave
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Square Wave
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Step
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Step
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Sticky Notes
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Sticky Note
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Subgraph Dropdown
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Function Switch
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Subgraph
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Shader Function
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Subtract
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Subtract
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Swizzle
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Swizzle
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Tangent
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Tan
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Tangent Vector
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World Tangent
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Tangent Vector
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Vertex Tangent
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Texture 2D Array Asset
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Texture Object
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Texture 2D Asset
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Texture Object
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Texture 3D Asset
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Texture Object
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Texture Size
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Texel Size
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ThreadMapDetail
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Tiling And Offset
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Scale And Offset
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Time
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Time, Sin Time, Cos Time, Delta Time
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Transform
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Transform Position, Transform Direction
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Matrix Transformation
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Common Transform Matrices
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Triangle Wave
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Triangle Wave
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Triplanar
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Triplanar Sample
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Triplanar
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Truncate
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Trunc
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Twirl
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Twirl
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UV
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Vertex TexCoord
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UV Combine
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Vector 2
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Vector 2, Append
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Vector 3
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Vector 3, Append
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Vector 4
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Vector 4, Append
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Vertex Color
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Vertex Color
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Vertex ID
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Vertex ID
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View Direction
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View Dir
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View Vector
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Voronoi Noise
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Voronoi
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White Balance
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Color Hex From Texture LOD
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Color Hex From Texture
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Deriv From Height Texture Grad
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Deriv From Height Texture
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Deriv From Normal Texture Grad
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Deriv From Normal Texture
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Deriv From Normal
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Generate Basis TB
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Planar Color LOD
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Planar Color
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Planar Surfgrad
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Surfgrad From Deriv
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Surfgrad From Normal
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Surfgrad From Texture
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Surfgrad From Volume Gradient
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Surfgrad Hex From Texture
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Surfgrad Mixer
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Surfgrad Resolve
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Surfgrad Scale Dependent From Deriv
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Triplanar Color LOD
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Triplanar Color
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Triplanar Surfgrad
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Triplanar Weights
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