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