Unity Products:Amplify Shader Editor/ATan and Unity Products:Amplify Shader Editor/Vertex To Fragment: Difference between pages

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[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]


== ATan Node ==
== Vertex To Fragment Node ==
 
The ATan node outputs the arctangent in radians of the value specified on its [[#paramInput|Input]]. The result value will be in the range [-π/2,π/2].
 
ATan on multi-channel data types generates an output of the same type with the operator applied per-channel.
 
<img class="responsive-img" src="http://wiki.amplify.pt/images/NodeDetail/ATanGraphicNode.png">


The Vertex To Fragment node allows data to be calculated on the vertex function and transferred to the surface/fragment via interpolators.<br/>
'''NOTE 1:''' [[#paramNoInterpolation|No Interpolation]] cannot be used over the '''Standard Surface''' type as we must be able to directly control interpolators registry, which does't happen over this shader type.<br/>
'''NOTE 2:''' [[#paramNoInterpolation|No Interpolation]] will not work across all API's and can even throw compilation errors on some of them ( p.e. Metal and GLES 2.0 ).<br/>


<img class="responsive-img" src="http://wiki.amplify.pt/images/NodeDetail/VertexToFragmentNode.gif">
<font size="1">Nodes used:
[[Unity_Products:Amplify_Shader_Editor/World_Normal|Word Normal]],
[[Unity_Products:Amplify_Shader_Editor/World_Space_Light_Dir|World Space Light Dir]],
[[Unity_Products:Amplify_Shader_Editor/Dot|Dot]],
[[Unity_Products:Amplify_Shader_Editor/Float|Float]],
[[Unity_Products:Amplify_Shader_Editor/Power|Power]],
[[Unity_Products:Amplify_Shader_Editor/Vertex_To_Fragment|Vertex To Fragment]],
[[Unity_Products:Amplify_Shader_Editor/Light_Attenuation|Light Attenuation]],
[[Unity_Products:Amplify_Shader_Editor/Light_Color|Light Color]],
[[Unity_Products:Amplify_Shader_Editor/Multiply|Multiply]]
</font>


{| class="wikitable" style="width: 100%;"
{| class="wikitable" style="width: 100%;"
|-
! style="width: 10%;" | Node Parameter !! Description !! style="width: 10%;" | Default Value
|-
|-
! style="width: 10%;" | Node Parameter !! Description !! style="width: 10%;" | Default Value
| id="paramNoInterpolation" | No Interpolation
|- style="background: #e5e5e5;" |
| When active, makes sure it uses an interpolator with the nointerpolation flag used, which prevents the values assigned to it to be interpolated on the rasterization process.  
| id="paramInput" | Input
| False
| Value to be used on the ''Arctangent'' calculation. Only visible if the respective input port is not connected.
| 0
|}
|}


Line 24: Line 33:
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
|-  
|-  
| ''Input''
| id="paramVSIn" | (VS) In
| Value to be used on the ''Arctangent'' calculation.
| Value to be transferred to surface/fragment function.  
| Float <sup id="ref1">[[#anchor|[1]]]</sup>
| Float <sup id="ref1">[[#anchor|[1]]]</sup>
|}
|}
----
----
# <span id="anchor1">'''[[#ref1|^]]'''</span> Port automatically adapts to all connection types except Matrices and [[Unity Products:Amplify Shader Editor/Texture Object|Sampler]] types.
# <span id="anchor1">'''[[#ref1|^]]'''</span> Port automatically adapts to all connection types except Matrices and [[Unity Products:Amplify Shader Editor/Texture Object|Sampler]] types.


[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Category:Nodes]][[Category:Trigonometry Operators]]
[[Category:Nodes]][[Category:Miscellaneous]]

Revision as of 15:49, 19 November 2020

Back to Node List

Vertex To Fragment Node

The Vertex To Fragment node allows data to be calculated on the vertex function and transferred to the surface/fragment via interpolators.
NOTE 1: No Interpolation cannot be used over the Standard Surface type as we must be able to directly control interpolators registry, which does't happen over this shader type.
NOTE 2: No Interpolation will not work across all API's and can even throw compilation errors on some of them ( p.e. Metal and GLES 2.0 ).

Nodes used: Word Normal, World Space Light Dir, Dot, Float, Power, Vertex To Fragment, Light Attenuation, Light Color, Multiply

Node Parameter Description Default Value
No Interpolation When active, makes sure it uses an interpolator with the nointerpolation flag used, which prevents the values assigned to it to be interpolated on the rasterization process. False
Input Port Description Type
(VS) In Value to be transferred to surface/fragment function. Float [1]

  1. ^ Port automatically adapts to all connection types except Matrices and Sampler types.


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