Unity Products:Amplify Shader Editor/HSV to RGB and Unity Products:Amplify Shader Editor/HeightMap Texture Blend: 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]]


== HSV to RGB Node ==
== HeightMap Texture Blend Node ==


The HSV to RGB node converts a value from an HSV to a RGB color space.
The HeightMap Texture Blend node outputs a blend value on a [0 1] range using the following operation [[Unity_Products:Amplify_Shader_Editor/Saturate|Saturate]]( [[Unity_Products:Amplify_Shader_Editor/Power|Power]]( ( ( [[#paramHeightMap|HeightMap]]* [[#paramSplatMask|SplatMask]])*4 ) + ( [[#paramSplatMask|SplatMask]]* 2 ), [[#paramBlendStrength|BlendStrength]]) ).
RGB color space is defined by three separate channels:
<br/>'''NOTE:''' This value is useful when texture layering.
* '''R:''' First channel defines the amount of red in the color
* '''G:''' Second channel defines the amount of green in the color
* '''B:''' Third channel defines the amount of blue in the color


As for the HSV color space, it represents color in a cylinder and also contains three separate channels but each one as a completely different meaning
<img class="responsive-img" src="http://wiki.amplify.pt/images/Nodes/Height_2.jpg">
* '''Hue:''' First channel defines the color itself as an angle on a color cylinder 
* '''Saturation:''' Second channel defines amount of gray in the color as a distance across a color cylinder radius
* '''Value:''' Third channel defines brightness/intensity of the color as a distance across a color cylinder height
 
<img class="responsive-img" src="http://wiki.amplify.pt/images/NodeDetail/HSVtoRGBNode.jpg">
<br/><font size="1">Nodes used:
[[Unity_Products:Amplify_Shader_Editor/World_Position|World Position]],
[[Unity_Products:Amplify_Shader_Editor/Float|Float]],
[[Unity_Products:Amplify_Shader_Editor/HSV_to_RGB|HSV to RGB]]
</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
|- style="background: #e5e5e5;"
|- style="background: #e5e5e5;" |
| id="paramHue" | Hue
| id="paramHeightMap" | HeightMap
| Color itself, represents an angle on the HSV cylindrical model.
| Height map value. Only visible if the respective input port is not connected
Only visible if the respective input port is not connected.
| 0
| 0
|- style="background: #e5e5e5;"
|- style="background: #e5e5e5;" |
| id="paramSaturation" | Saturation
| id="paramSplatMask" | SplatMask
| Amount of gray in the color, represents a distance across the HSV cylindrical model radius.
| Splat mask value. Only visible if the respective input port is not connected
Only visible if the respective input port is not connected.
| 0
|- style="background: #e5e5e5;"
| id="paramValue" | Value
| Brightness/Intensity of the color, represents a distance across the HSV cylindrical model height.
Only visible if the respective input port is not connected.
| 0
| 0
|- style="background: #e5e5e5;" |
|id="paramBlendStrength" | BlendStrength
| Blend strength value. Only visible if the respective input port is not connected.
| 1
|-
|-
| id="paramprecision" | Precision
|id="paramPreventNaN" | Prevent NaN
| Defines the amount of bytes the variable can hold, effectively defining how precise the value is. It's usefulness is bond by the hardware specifications necessary. Lowest precision is slightly faster but might produce errors and artifacts.
| Clamps negative base numbers over the internal pow instruction to 0 since these originate NaN."
* '''Float:''' Highest precision, useful for values that can be very high or very low in value (ie: positions, coordinates, etc)
| False
* '''Half:''' Medium precision, in most cases is as good as '''Float''' but at half of it's precision
*'''Inherit:''' Use global precision set on master node properties
| Float
|-
|}
|}


{| class="wikitable" style="width: 100%;"
{| class="wikitable" style="width: 100%;"
|-  
|-  
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
|-
|-  
| Hue
| HeightMap
| Color itself, represents an angle on the HSV cylindrical model.
| Height map value.
| Float
| Float
|-  
|-  
| Saturation
| Splatmask
| Amount of gray in the color, represents a distance across the HSV cylindrical model radius.
| Splat mask value.
| Float
| Float
|-
|-
| Value
| BlendStrength
| Brightness/Intensity of the color, represents a distance across the HSV cylindrical model height.
| Blend strength value.
| Float
| Float  
|}
 
 
{| class="wikitable" style="width: 100%;"
|-
! style="width: 10%;" | Output Port !! Description !! style="width: 10%;" | Type
|-
| RGB
| Returns the converted value in RGB color space.
| Float3
|-
| R
| Returns only the Red component of the converted value in RGB color space.
| Float
|-
| G
| Returns only the Green component of the converted value in RGB color space.
| Float
|-
| B
| Returns only the Blue component of the converted value in RGB color space.
| Float
|}
|}


[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Category:Nodes]][[Category:Image Effects]]
[[Category:Nodes]][[Category:Logical Operators]]

Revision as of 17:01, 12 January 2022

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HeightMap Texture Blend Node

The HeightMap Texture Blend node outputs a blend value on a [0 1] range using the following operation Saturate( Power( ( ( HeightMap* SplatMask)*4 ) + ( SplatMask* 2 ), BlendStrength) ).
NOTE: This value is useful when texture layering.

Node Parameter Description Default Value
HeightMap Height map value. Only visible if the respective input port is not connected 0
SplatMask Splat mask value. Only visible if the respective input port is not connected 0
BlendStrength Blend strength value. Only visible if the respective input port is not connected. 1
Prevent NaN Clamps negative base numbers over the internal pow instruction to 0 since these originate NaN." False
Input Port Description Type
HeightMap Height map value. Float
Splatmask Splat mask value. Float
BlendStrength Blend strength value. Float

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