Unity Products:Amplify Shader Editor/Fresnel
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 |
Normal Vector | Specifies in which coordinates space the normal vector is
|
World Normal |
View Vector | Specifies what vector is set on View Dir input port
|
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 |