Unity Products:Amplify Shader Editor/Noise Generator and Unity Products:Amplify Shader Editor/Projection Matrix: Difference between pages

From Amplify Creations Wiki
(Difference between pages)
Jump to navigation Jump to search
m (1 revision imported)
 
ampwiki>Amplify RnD Rick
No edit summary
 
Line 1: Line 1:
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]


== Noise Generator Node ==
== Projection Matrix Node ==


The Noise Generator node creates a '''Float''' noise value on a '''[-1 1]''' range using the method specified by [[#paramType|Type]] according to a value specified at [[#paramUV|UV]].
The projection Matrix node outputs the current Projection Matrix which can be used to transform either a position or direction vector from view space to clip space.
<br/>'''NOTE:''' Input data must vary across the the geometry since equal values will generate the same noise. A simply way to achieve this is to connect a [[Unity_Products:Amplify_Shader_Editor/Texture_Coordinates|Texture Coordinates]] node into its input.


<img class="responsive-img" src="http://wiki.amplify.pt/images/NodeDetail/NoiseGeneratorNode.jpg">
'''NOTE:''' We advise using either the [[Unity_Products:Amplify_Shader_Editor/Transform_Position|Transform Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit multiplication between matrix and position/direction value.
<br/><font size="1">Nodes used:
[[Unity_Products:Amplify_Shader_Editor/Vector2|Vector2]],
[[Unity_Products:Amplify_Shader_Editor/Texture_Coordinates|Texture Coordinate]],
[[Unity_Products:Amplify_Shader_Editor/Noise_Generator|Noise Generator]],
[[Unity_Products:Amplify_Shader_Editor/Float|Float]]
</font>
 
{| class="wikitable" style="width: 100%;"
|-
! style="width: 10%;" | Node Parameter !! Description !! style="width: 10%;" | Default Value
|- style="background: #e5e5e5;" |
| id="paramUV" | UV
| Value used to generate noise. The same entry value always generate the same noise value. Only visible if the respective input port is not connected.
| 0,0
|-
| id="paramScale" | Scale
| Value to scale the input given over the UV port. Only visible if the respective input port is not connected.
| 1
|-
| id="paramType" | Type
| Method used to generate the noise value
*'''Simplex 2D:''' Creates a noise value from a Vector 2 using the Simplex method.
*'''Simplex 3D:''' Creates a noise value from a Vector 3 using the Simplex method.
*'''Gradient:''' Creates a noise value from a Vector 2 using the Gradient method.
*'''Simple:''' Creates simple noise value based on input UV. Similar to Shader Graph [https://docs.unity3d.com/Packages/[email protected]/manual/Simple-Noise-Node.html Simple Noise Node].
| Simplex 2D
|-
| id="param01Range" | 0-1 Range
| Output value is on a [0 1] range if toggled on or on a [-1 1] range if toggled off.
| True
|}


<img class="responsive-img" src="http://wiki.amplify.pt/images/Nodes/ProjectionMatrix.jpg">


{| class="wikitable" style="width: 100%;"
{| class="wikitable" style="width: 100%;"
|-  
|-  
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
! style="width: 10%;" | Output Port !! Description !! style="width: 10%;" | Type
|-
| UV
| Value used to generate noise. The same entry value always generate the same noise value.
| Float2/3
|-  
|-  
| Scale
| Out
| Value to scale the input given over the UV port.
| Returns current projection matrix value.
| Float
| Matrix4x4
|}
|}




[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Unity_Products:Amplify_Shader_Editor/Nodes | Back to Node List]]
[[Category:Nodes]][[Category:Miscellaneous]]
[[Category:Nodes]][[Category:Matrix Transform]]

Revision as of 13:33, 24 August 2021

Back to Node List

Projection Matrix Node

The projection Matrix node outputs the current Projection Matrix which can be used to transform either a position or direction vector from view space to clip space.

NOTE: We advise using either the Transform Position or Transform Direction as they are easier to use and you wont need to do an explicit multiplication between matrix and position/direction value.

Output Port Description Type
Out Returns current projection matrix value. Matrix4x4


Back to Node List