Unity Products:Amplify Shader Editor/Nodes

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Product Page - Samples - Manual - Scriptable Rendering Pipeline - Shader Functions - Templates - Post Processing Stack - Tutorials - API - Nodes - Shader Graph to ASE - Community Nodes

Available Node Categories

Camera And Screen
Constants And Properties
Functions
Image Effects
Light
Logical Operators
Math Operators
Matrix Operators
Matrix Transform
Miscellaneous
Object Transform
Surface Data
Textures
Time
Trigonometry Operators
UV Coordinates
Vector Operators
Vertex Data

Camera And Screen

Camera Depth Fade

Outputs a 0 - 1 gradient representing the distance between the surface of this object and camera near plane

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Clip Planes

Camera World Clip Planes

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Compute Grab Screen Pos

Computes texture coordinate for doing a screenspace-mapped texture sample. Input is clip space position

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Compute Screen Pos

Computes texture coordinate for doing a screenspace-mapped texture sample. Input is clip space position

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Dither

Generates a dithering pattern

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Grab Screen Color

Grabed pixel color value from screen

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Grab Screen Position

Screen position correctly transformed to be used with Grab Screen Color

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Ortho Params

Orthographic Parameters

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Projection Matrices

Camera's Projection/Inverse Projection matrix

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Projection Params

Projection Near/Far parameters

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Screen Depth

Given a screen postion returns the depth of the scene to the object as seen by the camera

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Screen Params

Camera's Render Target size parameters

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Screen Position

Screen space position, you can either get the Screen position as is or Normalize it to have it at the [0,1] range

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View Dir

View direction vector, you can select between World space or Tangent space

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World Space Camera Pos

World Space Camera position

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Z-Buffer Params

Linearized Z buffer values

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Constants And Properties

Color

Color property

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Float

Float property

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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
Int

Int property

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Matrix3X3

Matrix3X3 property

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Matrix4X4

Matrix4X4 property

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PI

PI constant : 3.14159265359

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Tau

Tau constant (2*PI): 6.28318530718

( originally by The Four Headed Cat - @fourheadedcat ) Learn More
Template Parameter

Select and use one of the pre-existing properties given by the template

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Vector2

Vector2 property

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Vector3

Vector3 property

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Vector4

Vector4 property

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Functions

Function Input

Function Input adds an input port to the shader function

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Function Output

Function Output adds an output port to the shader function, it's port type is determined automatically.

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Function Subtitle

Adds a subtitle to its shader function.

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Function Switch

Function Switch allows switching options at compile time for shader function.

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Switch by Pipeline

Executes branch according to current pipeline.

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Image Effects

Blend Operations

Common layer blending modes

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Desaturate

Generic desaturation operation

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Gamma To Linear

Converts color from gamma space to linear space

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Grayscale

Convert image colors to grayscale

( originally by The Four Headed Cat - @fourheadedcat ) Learn More
HSV to RGB

Converts from HSV to RGB color space

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Linear To Gamma

Converts color from linear space to gamma space

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Posterize

Converts a continuous gradation of tones to multiple regions of fewer tones

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RGB to HSV

Converts from RGB to HSV color space

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Simple Contrast

Simple contrast matrix multiplication

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Light

Fog And Ambient Colors

Fog and Ambient colors

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Fog Params

Parameters for fog calculation

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Indirect Specular Light

Indirect Specular Light

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Light Attenuation

Contains light attenuation for all types of light

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Light Color

Light Color, RGB value already contains light intensity while A only contains light intensity

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Object Space Light Dir

Computes object space light direction (not normalized)

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Shade Vertex Lights

Computes illumination from four per-vertex lights and ambient, given object space position & normal

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Standard Surface Light

Provides a way to create a standard surface light model in custom lighting mode

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World Space Light Dir

Computes normalized world space light direction

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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
Debug Switch

Hard Switch between any of its input ports

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If

Conditional comparison between A with B.

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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
Static Switch

Creates a shader keyword toggle

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Toggle Switch

Relays, in compile time, the correct input port according to current analyzed sub-shader/pass

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Toggle Switch

Switch between any of its input ports

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Math Operators

Abs

Absolute value of scalars and vectors

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Add

Addition of two or more values ( A + B + .. )

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Ceil

Smallest integer not less than a scalar or each vector component

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Clamp

Value clamped to the range [min,max]

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DDX

Approximate partial derivative with respect to window-space X

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DDY

Approximate partial derivative with respect to window-space Y

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Divide

Division of two values ( A / B )

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Exp

Base-e exponential of scalars and vectors

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Exp2

Base-2 exponential of scalars and vectors

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Floor

Largest integer not greater than a scalar or each vector component

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Fmod

Floating point remainder of x/y with the same sign as x

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Fract

Fractional portion of a scalar or each vector component

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FWidth

Sum of approximate window-space partial derivatives magnitudes

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Lerp

Linear interpolation of two scalars or vectors based on a weight

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Log

Natural logarithm of scalars and vectors

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Log10

Base-10 logarithm of scalars and vectors

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Log2

Base-2 logarithm of scalars and vectors

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Max

Maximum of two scalars or each respective component of two vectors

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Min

Minimum of two scalars or each respective component of two vectors

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Multiply

Multiplication of two or more values ( A * B * .. ) It also handles Matrices multiplication

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Negate

Negate or invert an input value

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One Minus

1 - input value

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Power

Base to the Exp-th power of scalars and vectors

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Remainder

Remainder between two variables

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Remap

Remap value from old min - max range to new min - max range

( originally by The Four Headed Cat - @fourheadedcat ) Learn More
Round

Rounded value of scalars or vectors

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Rsqrt

Reciprocal square root of scalars and vectors

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Saturate

Saturate clamps the input values into the [0,1] range

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Scale

Scales input value by a float factor

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Scale And Offset

Scales and offsets an input value ( ( Value * Scale ) + Offset )

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Sign

Sign of scalar or each vector component

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Simplified Fmod

Floating point remainder of x/y

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Smoothstep

Returns a smooth Hermite interpolation between 0 and 1, if input is in the range [min, max].

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Sqrt

Square root of scalars and vectors

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Step

Step function returning either zero or one

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Subtract

Subtraction of two values ( A - B )

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Trunc

Largest integer not greater than a scalar or each vector component

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Matrix Operators

Determinant

Scalar determinant of a square matrix

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Inverse

Inverse matrix of a matrix

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Matrix From Vectors

Matrix From Vectors

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Position From Transform

Gets the position vector from a transformation matrix

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Transpose

Transpose matrix of a matrix

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Vector From Matrix

Retrieve vector data from a matrix

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Matrix Transform

Camera To World Matrix

Current camera to world matrix

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Common Transform Matrices

All Transformation types

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Model Matrix

Current model matrix

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Model View Matrix

Current model * view matrix

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Model View Projection Matrix

Current model * view * projection matrix

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Object To World Matrix

Current model matrix

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Projection Matrix

Current projection matrix

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Projector Clip Matrix

Current Projector Clip matrix, to be used when working with Unity projector

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Transpose Model View Matrix

Transpose of model * view matrix

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View Matrix

Current view matrix

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Inverse View Matrix

Current inverse view matrix

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View Projection Matrix

Current view * projection matrix.

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World To Camera Matrix

Inverse of current camera to world matrix

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World To Object Matrix

Inverse of current world matrix

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World To Tangent Matrix

World to tangent transform matrix

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Miscellaneous

Billboard

Calculates new Vertex positions and normals to achieve a billboard effect.

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Color Space Double

Color Space Double

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Custom Expression

Creates a custom expression or function if return is detected in the written code.

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Decode Depth Normal

Decodes both Depth and Normal from a previously encoded pixel value

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Decode Float RG

Decodes a previously-encoded RG float

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Decode Float RGBA

Decodes RGBA color into a float

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Decode Lightmap

Decodes color from Unity lightmap (RGBM or dLDR depending on platform)

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Decode View Normal Stereo

Decodes view space normal from enc4.xy

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Diffuse And Specular From Metallic

Gets Diffuse and Specular values from Metallic

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Distance-based Tessellation

Calculates tessellation based on distance from camera

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Edge Length Tessellation

Tessellation level computed based on triangle edge length on the screen

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Edge Length Tessellation With Cull

Tessellation level computed based on triangle edge length on the screen with patch frustum culling

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Encode Float RG

Encodes [0..1] range float into a float2

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Encode Float RGBA

Encodes [0..1] range float into RGBA color, for storage in low precision render target

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Encode View Normal Stereo

Encodes view space normal into two numbers in [0..1] range

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Get Local Var

Use a registered local variable

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Layered Blend

Mix all channels through interpolation factors

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LOD Fade

LODFadeNode

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Noise Generator

Collection of procedural noise generators

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Register Local Var

Forces a local variable to be written with the given name. Can then be fetched at any place with a Get Local Var node.

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Summed Blend

Mix all channels through weighted sum

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Switch by Face

Switch which automaticaly uses a Face variable to select which input to use

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Vertex To Fragment

Pass vertex data to the pixel shader

( originally by Jason Booth - http://u3d.as/DND ) Learn More
Weighted Blend

Mix all channels through weighted average sum

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Object Transform

Object Space View Dir

Object space direction (not normalized) from given object space vertex position towards the camera

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Object To Clip Pos

Transforms a point from object space to the camera’s clip space in homogeneous coordinates

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Object To View Pos

Transforms a point from object space to view space

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Object To World

Transforms input to World Space

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World Space View Dir

World space direction (not normalized) from given object space vertex position towards the camera

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World To Object

Transforms input to Object Space

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World Transform Params

World Transform Params contains information about the transform, W is usually 1.0, or -1.0 for odd-negative scale transforms

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Surface Data

Depth Fade

Outputs a 0 - 1 gradient representing the distance between the surface of this object and geometry behind

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Fresnel

Simple Fresnel effect

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Surface Depth

Returns the surface view depth

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Template Fragment Data

Select and use available interpolated fragment data from the template

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World Bitangent

Per pixel world bitangent vector

( originally by kebrus ) Learn More
World Normal

Per pixel world normal vector, accepts a Normal vector in tangent space (ie: normalmap)

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World Position

World space position

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World Reflection

Per pixel world reflection vector, accepts a Normal vector in tangent space (ie: normalmap)

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World Tangent

Per pixel world tangent vector

( originally by kebrus ) Learn More

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Textures

Blend Normals

Blend Normals

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HeightMap Texture Blend

Advanced Texture Blending by using heightMap and splatMask, usefull for texture layering

( originally by Rea ) Learn More
Substance Sample

Samples a procedural material

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Texel Size

Texel Size for a given texture object

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Texture Array

Texture Array fetches a texture from a texture2DArray asset file given a index value

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Texture Object

Represents a Texture Asset. Can be used in samplers Tex inputs or shader function inputs to reuse the same texture multiple times.

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Texture Sample

Samples a chosen texture and returns its color values, Texture and UVs can be overriden and you can select different mip modes and levels. It can also unpack and scale textures marked as normalmaps.

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Triplanar Sample

Triplanar Mapping

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Unpack Scale Normal

Applies UnpackNormal/UnpackScaleNormal function

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Virtual Texture Object

Represents a Virtual Texture Asset

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Time

Cos Time

Cosine of time

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Sin Time

Unity sin time

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Time

Time in seconds with a scale multiplier

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Time Parameters

Time since level load

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Trigonometry Operators

ACos

Arccosine of scalars and vectors

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ASin

Arcsine of scalars and vectors

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ATan

Arctangent of scalars and vectors

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ATan2

Arctangent of y/x

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Cos

Cosine of scalars and vectors

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Cosh

Hyperbolic cosine of scalars and vectors

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Degrees

Converts values of scalars and vectors from radians to degrees

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Radians

Converts values of scalars and vectors from degrees to radians

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Sin

Sine of scalars and vectors

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Sinh

Hyperbolic sine of scalars and vectors

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Tan

Tangent of scalars and vectors

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Tanh

Hyperbolic tangent of scalars and vectors

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UV Coordinates

Flipbook UV Animation

Animate a Flipbook Texture Modifying UV Coordinates.

( originally by The Four Headed Cat - @fourheadedcat ) Learn More
Panner

Pans UV texture coordinates according to its inputs

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Parallax Mapping

Calculates offseted UVs for parallax mapping

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Parallax Occlusion Mapping

Calculates offseted UVs for parallax occlusion mapping

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Parallax Offset

Calculates UV offset for parallax normal mapping

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Pixelate UV

Pixelate Texture Modifying UV.

( originally by The Four Headed Cat - @fourheadedcat ) Learn More
Rotator

Rotates UVs or any Vector2 value from an Anchor point for a specified Time value

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Texture Coordinates

Texture UV coordinates set, if Tex is connected to a texture object it will use that texture scale factors, otherwise uses Tilling and Offset port values

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Vector Operators

Append

Append channels to create a new component

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Break To Components

Breaks the input data into its individual components

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Component Mask

Mask certain channels from vectors/color components

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Cross

Cross product of two three-component vectors ( A x B )

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Distance

Euclidean distance between two points

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Dot

Scalar dot product of two vectors ( A . B )

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Length

Scalar Euclidean length of a vector

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Normalize

Normalizes a vector

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Reflect

Reflection vector given an incidence vector and a normal vector

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Refract

Computes a refraction vector

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Swizzle

Swizzle components of vector types

( originally by Tobias Pott - @TobiasPott ) Learn More
Transform Direction

Transforms a direction vector from one space to another

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Vertex Data

Face

Indicates whether the rendered surface is facing the camera (1), or facing away from the camera(-1)

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Object Scale

Object Scale extracted directly from its transform matrix

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Template Vertex Data

Select and use available vertex data from the template

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Vertex Bitangent

Calculated bitangent vector in object space, can be used in both local vertex offset and fragment outputs. Already has tangent sign and object transform into account

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Vertex Color

Vertex color interpolated on fragment

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Vertex Normal

Vertex normal vector in object space, can be used in both local vertex offset and fragment outputs

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Vertex Position

Vertex position vector in object space, can be used in both local vertex offset and fragment outputs

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Vertex Tangent

Vertex tangent vector in object space, can be used in both local vertex offset and fragment outputs

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Vertex Tangent Sign

Vertex tangent sign in object space, return the W value of tangent vector that contains only the sign of the tangent

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Vertex TexCoord

Vertex texture coordinates, can be used in both local vertex offset and fragment outputs

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