Unity Products:Amplify Shader Editor/World Reflection
World Reflection Node
The World Reflection node outputs the reflection result(R) in world coordinates of the camera view vector(V) by the surface normal(N) and is calculated via the following expression R = V - 2 x (V . N) x N.
A reflection based on a per pixel normal map can also be calculated by connecting it to the Normal input port.
This node is commonly used alongside cubemaps to create environment mapping effects.
Nodes used:
Texture Sample,
World Reflection
Node Parameter | Description | Default Value |
---|---|---|
Normalize | If toggled on, forces a Normalize operation over the world reflection vector. | Off |
Input Port | Description | Type |
---|---|---|
Normal | Normal vector in tangent space, if left unconnected uses unperturbed surface normal vector. | Float3 |
Output Port | Description | Type |
---|---|---|
XYZ | Returns the reflection vector in world space | Float3 |
X | Returns only the X component of the world reflection vector | Float |
Y | Returns only the Y component of the world reflection vector | Float |
Z | Returns only the Z component of the world reflection vector | Float |