mathe/Library/PackageCache/com.unity.shadergraph@14.0.8/Documentation~/Spherize-Node.md

31 lines
1.2 KiB
Markdown
Raw Normal View History

2024-09-20 20:30:10 +02:00
# Spherize Node
## Description
Applies a spherical warping effect similar to a fisheye camera lens to the value of input **UV**. The center reference point of the warping effect is defined by input **Center** and the overall strength of the effect is defined by the value of input **Strength**. Input **Offset** can be used to offset the individual channels of the result.
## Ports
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| UV | Input | Vector 2 | UV | Input UV value |
| Center | Input | Vector 2 | None | Center reference point |
| Strength | Input | Float | None | Strength of the effect |
| Offset | Input | Vector 2 | None | Individual channel offsets |
| Out | Output | Vector 2 | None | Output UV value |
## Generated Code Example
The following example code represents one possible outcome of this node.
```
void Unity_Spherize_float(float2 UV, float2 Center, float Strength, float2 Offset, out float2 Out)
{
float2 delta = UV - Center;
float delta2 = dot(delta.xy, delta.xy);
float delta4 = delta2 * delta2;
float2 delta_offset = delta4 * Strength;
Out = UV + delta * delta_offset + Offset;
}
```