Unity Products:Amplify Shader Editor/Fresnel: Difference between revisions

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Latest revision as of 00:06, 2 December 2023

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Fresnel Node

The Fresnel node outputs the result of a Fresnel effect. It defines how light behaves when it reaches an interface between two materials with different refractive indices, how much of it is reflected and refracted.
This node in particular deals with the reflection part and calculates the Fresnel Reflection Coefficient which is defined by the following expression ReflectionCoefficient = Bias + Scale x ( 1 + N.I )Power.
Each member of the equation can be modified except the I variable which defines an Incident vector from the camera to the object and is internally calculated by the node as the inverted World View Direction vector.


Nodes used: Float, Texture Sample, Fresnel, Color, Multiply

Node Parameter Description Default Value
Type Specifies Fresnel type
  • Standard: More well known fresnel effect
  • Schlick: Approximation for fresnel equation using reflectance at normal incidence
  • Schlick IOR: Approximation for fresnel equation using index of refraction
Standard
Normal Vector Specifies in which coordinates space the normal vector is
  • Tangent Normal: Normal vector is in a tangential space coordinates
  • World Normal: Normal vector is in a world space coordinates
  • Half Vector: Specified vector is an half vector (Vector between Light Dir and View Dir)
World Normal
View Vector Specifies what vector is set on View Dir input port
  • View Dir: Specified vector is view direction
  • Light Dir: Specified vector is light direction
View Dir
Available only on Standard Type
Bias Defines the Bias variable of the Fresnel equation. Only visible if the respective input port is not connected. 0
Scale Defines the Scale variable of the Fresnel equation. Only visible if the respective input port is not connected. 1
Power Defines the Power variable of the Fresnel equation. Only visible if the respective input port is not connected. 5
Available only on Schlick Type
F0 Reflectance at normal incidence 0
Available only on Schlick IOR Type
IOR Index of Refraction 1
Other properties
Normalize Vectors Forces all received vectors to be normalized False
Safe Power Guarantees that internal value used on powers base operation is positive to avoid NaN. False


Input Port Description Type
World/Tangent Normal or Half Vector Entry vector to be used. Float 3
Bias Defines the Bias variable of the Fresnel equation. Float
Scale Defines the Scale variable of the Fresnel equation. Float
Power Defines the Power variable of the Fresnel equation. Float
IOR or F0 Index of refraction or reflectance at normal incidence value to be used. Float

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