# Unity Products:Amplify Shader Editor/Community Nodes

## Constants And Properties

 Global Array The node returns a value from a global array, which you can configure by entering the name of the array in the node's settings. ( originally by Johann van Berkel ) Learn More

## Logical Operators

 Compare (A < B) Check if A is lower than B. If true return value of True else return value of False ( originally by The Four Headed Cat - @fourheadedcat ) Learn More
 Compare (A = B) Check if A is equal to B. If true return value of True else return value of False ( originally by The Four Headed Cat - @fourheadedcat ) Learn More
 Compare (A > B) Check if A is greater than B. If true return value of True else return value of False ( originally by The Four Headed Cat - @fourheadedcat ) Learn More
 Compare (A ≠ B) Check if A is not equal to B. If true return value of True else return value of False ( originally by The Four Headed Cat - @fourheadedcat ) Learn More
 Compare (A ≤ B) Check if A is lower than or equal to B. If true return value of True else return value of False ( originally by The Four Headed Cat - @fourheadedcat ) Learn More
 Compare (A ≥ B) Check if A is greater than or equal to B. If true return value of True else return value of False ( originally by The Four Headed Cat - @fourheadedcat ) Learn More
 Compare With Range Check if A is in the range between Range Min and Range Max. If true return value of True else return value of False ( originally by The Four Headed Cat - @fourheadedcat ) Learn More
 If [Community] Compare A with B. If A is greater than B output the value of A > B port. If A is equal to B output the value of A == B port. If A is lower than B output the value of A < B port. Equal Threshold parameter will be used to check A == B adding and subtracting this value to A. ( originally by The Four Headed Cat - @fourheadedcat ) Learn More

## Math Operators

 Remap Remap value from old min - max range to new min - max range ( originally by The Four Headed Cat - @fourheadedcat ) Learn More

## Miscellaneous

 Vertex To Fragment Pass vertex data to the pixel shader ( originally by Jason Booth - http://u3d.as/DND ) Learn More

## Surface Data

 World Bitangent Per pixel world bitangent vector ( originally by kebrus ) Learn More
 World Tangent Per pixel world tangent vector ( originally by kebrus ) Learn More