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title: hdrp-latest-link
---
For more information on the HDRP, see [Unity's HDRP package documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest).

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title: nodes-additional-settings
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node has some additional settings that you can access from the Graph Inspector:

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title: nodes-all-contexts.md
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node can also be connected to any Block node in either Context. For more information on Block nodes and Contexts, see <a href="Master-Stack.md">Master Stack</a>.

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title: nodes-compatibility-all
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node is supported on the following render pipelines:
<table>
<thead>
<tr>
<th><strong>Built-In Render Pipeline</strong></th>
<th><strong>Universal Render Pipeline (URP)</strong></th>
<th><strong>High Definition Render Pipeline (HDRP)</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Yes</td>
<td>Yes</td>
<td>Yes</td>
</tr>
</tbody>
</table>

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title: nodes-compatibility-hdrp
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node is supported on the following render pipelines:
<table>
<thead>
<tr>
<th><strong>Built-in Render Pipeline</strong></th>
<th><strong>Universal Render Pipeline (URP)</strong></th>
<th><strong>High Definition Render Pipeline (HDRP)</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>No</td>
<td>No</td>
<td>Yes</td>
</tr>
</tbody>
</table>

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title: nodes-controls
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node has the following controls:

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title: nodes-fragment-only
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node can only be connected to a Block node in the **Fragment** Context. For more information on Block nodes and Contexts, refer to [Master Stack](../Master-Stack.md).

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title: nodes-generated-code
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The following code represents this node in Unity's shader code

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title: nodes-inputs
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node has the following input ports:

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title: nodes-outputs
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node has the following output ports:

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title: nodes-related
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The following nodes are related or similar to the

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title: nodes-single-control
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node has one control:

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title: nodes-single-input
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node has one input port:

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title: nodes-single-output
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node has one output port:

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title: nodes-subgraph-node
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> [!NOTE]
> This node is a Subgraph node: it represents a Subgraph instead of directly representing Unity's shader code. Double-click the node in any Shader Graph to view its Subgraph.

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title: nodes-sample-ddx-table
---
<tr>
<td><strong>DDX</strong></td>
<td>Float</td>
<td>DDY</td>
<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>DDX</strong> Input port only displays if <strong>Mip Sampling Mode</strong> is <strong>Gradient</strong>. For more information, see <a href="#additional-node-settings">Additional node settings</a>.</p></div> The specific DDX value to use to calculate the texture's mip when sampling. For more information on DDX values for mipmaps, see <a href="https://docs.unity3d.com/Documentation/Manual/texture-mipmaps-introduction.html">Mipmaps introduction</a> in the Unity User Manual.</td>
</tr>

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title: nodes-sample-ddy-table
---
<tr>
<td><strong>DDY</strong></td>
<td>Float</td>
<td>DDY</td>
<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>DDY</strong> Input port only displays if <strong>Mip Sampling Mode</strong> is <strong>Gradient</strong>. For more information, see <a href="#additional-node-settings">Additional node settings</a>.</p></div> The specific DDY value to use to calculate the texture's mip when sampling. For more information on DDY values for mipmaps, see <a href="https://docs.unity3d.com/Documentation/Manual/texture-mipmaps-introduction.html">Mipmaps introduction</a> in the Unity User Manual.</td>
</tr>

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title: nodes-sample-errors
---
> [!NOTE]
> If you experience texture sampling errors for this node in a graph with Custom Function Nodes or Sub Graphs, upgrade to Shader Graph version 10.3 or later.

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title: nodes-sample-fragment-lod
---
With its default settings, this node can only connect to a Block node in the **Fragment** Context of a Shader Graph. To sample a Texture for the **Vertex** Context of a Shader Graph, set the [Mip Sampling Mode](#additional-node-settings) to **LOD**.

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title: nodes-sample-lod-table
---
<tr>
<td><strong>LOD</strong></td>
<td>Float</td>
<td>LOD</td>
<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>LOD</strong> Input port only displays if <strong>Mip Sampling Mode</strong> is <strong>LOD</strong>. For more information, see <a href="#additional-node-settings">Additional node settings</a>.</p></div> The specific mip to use when sampling the Texture.</td>
</tr>

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title: nodes-sample-mip-bias-sample-mode-table.md
---
<table>
<thead>
<tr>
<th><strong>Name</strong></th>
<th><strong>Type</strong></th>
<th colspan="2"><strong>Description</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td rowspan="3"><strong>Use Global Mip Bias</strong></td>
<td rowspan="3">Toggle</td>
<td colspan="2">Enable <strong>Use Global Mip Bias</strong> to use the render pipeline's Global Mip Bias. This bias adjusts the percentage of texture information taken from a specific mip when sampling. For more information on mip bias, see <a href="https://docs.unity3d.com/Documentation/Manual/texture-mipmaps-introduction.html">Mipmaps introduction</a> in the Unity User Manual.</td>
</tr>
<tr>
<td><strong>Enabled</strong></td>
<td>Shader Graph uses the render pipeline's Global Mip Bias to adjust the texture information taken when sampling.</td>
</tr>
<tr>
<td><strong>Disabled</strong></td>
<td>Shader Graph doesn't use the render pipeline's Global Mip Bias to adjust texture information when sampling.</td>
</tr>
<tr>
<td rowspan="5"><strong>Mip Sampling Mode</strong></td>
<td rowspan="5">Dropdown</td>
<td colspan="2">Choose the sampling mode to use to calculate the mip level of the texture.</td>
</tr>
<tr>
<td><strong>Standard</strong></td>
<td>The render pipeline calculates and automatically selects the mip for the texture.</td>
</tr>
<tr>
<td><strong>LOD</strong></td>
<td>The render pipeline lets you set an explicit mip for the texture on the node. The texture will always use this mip, regardless of the DDX or DDY calculations between pixels. Set the Mip Sampling Mode to <strong>LOD</strong> to connect the node to a Block node in the Vertex Context. For more information on Block nodes and Contexts, see <a href="Master-Stack.md">Master Stack</a>.</td>
</tr>
<tr>
<td><strong>Gradient</strong></td>
<td>The render pipeline lets you set the DDX and DDY values to use for its mip calculation, instead of using the values calculated from the texture's UV coordinates. For more information on DDX and DDY values, see <a href="https://docs.unity3d.com/Documentation/Manual/texture-mipmaps-introduction.html">Mipmaps introduction</a> in the User Manual.</td>
</tr>
<tr>
<td><strong>Bias</strong></td>
<td>The render pipeline lets you set a bias to adjust the calculated mip for a texture up or down. Negative values bias the mip to a higher resolution. Positive values bias the mip to a lower resolution. The render pipeline can add this value to the value of the Global Mip Bias, or use this value instead of its Global Mip Bias. For more information on mip bias, see <a href="https://docs.unity3d.com/Documentation/Manual/texture-mipmaps-introduction.html">Mipmaps introduction</a> in the User Manual.</td>
</tr>
</tbody>
</table>

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title: nodes-sample-mip-bias-table
---
<tr>
<td><strong>Bias</strong></td>
<td>Float</td>
<td>Bias</td>
<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>Bias</strong> Input port only displays if <strong>Mip Sampling Mode</strong> is <strong>Bias</strong>. For more information, see <a href="#additional-node-settings">Additional node settings</a>.</p></div> If <strong>Use Global Mip Bias</strong> is enabled, Unity adds this Bias amount to the Global Mip Bias for a texture's mip calculation. If <strong>Global Mip Bias</strong> is disabled, Unity uses this Bias amount instead of the Global Mip Bias.</td>
</tr>

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title: nodes-sample-mip-mode-table
---
<tr>
<td><strong>LOD</strong></td>
<td>Float</td>
<td>LOD</td>
<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>LOD</strong> Input port only displays if <strong>Mip Sampling Mode</strong> is <strong>LOD</strong>. For more information, see <a href="#additional-node-settings">Additional Node Settings</a>.</p></div> The specific mip that the node uses when sampling the Texture.</td>
</tr>
<tr>
<td><strong>Bias</strong></td>
<td>Float</td>
<td>Bias</td>
<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>Bias</strong> Input port only displays if <strong>Mip Sampling Mode</strong> is <strong>Bias</strong>. For more information, see <a href="#additional-node-settings">Additional Node Settings</a>.</p></div> If <strong>Use Global Mip Bias</strong> is enabled, Unity adds this Bias amount to the Global Mip Bias for a texture's mip calculation. If <strong>Global Mip Bias</strong> is disabled, Unity uses this Bias amount instead of the Global Mip Bias.</td>
</tr>
<tr>
<td><strong>DDX</strong></td>
<td>Float</td>
<td>DDX</td>
<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>DDX</strong> Input port only displays if <strong>Mip Sampling Mode</strong> is <strong>Gradient</strong>. For more information, see <a href="#additional-node-settings">Additional Node Settings</a>.</p></div> The specific DDX value to use to calculate the Texture's mip when sampling. For more information on DDX values for mipmaps, see <a href="https://docs.unity3d.com/Documentation/Manual/texture-mipmaps-introduction.html">Mipmaps introduction</a> in the Unity User Manual..</td>
</tr>
<tr>
<td><strong>DDY</strong></td>
<td>Float</td>
<td>DDY</td>
<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>DDY</strong> Input port only displays if <strong>Mip Sampling Mode</strong> is <strong>Gradient</strong>. For more information, see <a href="#additional-node-settings">Additional Node Settings</a>.</p></div> The specific DDY value to use to calculate the Texture's mip when sampling. For more information on DDY values for mipmaps, see <a href="https://docs.unity3d.com/Documentation/Manual/texture-mipmaps-introduction.html">Mipmaps introduction</a> in the Unity User Manual.</td>
</tr>

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title: nodes-sample-rgba-output-table
---
| **Name** | **Type** | **Description** |
| :------ | :------- | :------------- |
| **RGBA** | Vector 4 | The full RGBA Vector 4 color value of the texture sample.|
| **R** | Float | The Red channel or X component of the texture sample. |
| **G** | Float | The Green channel or Y component of the texture sample.|
| **B** | Float | The Blue channel or Z component of the texture sample. |
| **A** | Float | The Alpha channel or W component of the texture sample.|

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title: nodes-sample-ss-table
---
<tr>
<td><strong>Sampler</strong></td>
<td>Sampler State</td>
<td>Default Sampler State</td>
<td>The Sampler State and settings to use to sample the texture.</td>
</tr>

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title: nodes-sample-uv-table
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<tr>
<td><strong>UV</strong></td>
<td>Vector 2</td>
<td>UV</td>
<td>The UV coordinates to use to sample the texture.</td>
</tr>

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title: node-fragment-only
---
node can only connect to a Block node in the **Fragment** Context of your Shader Graph. For more information on Block nodes and Contexts, see [Master Stack](Master-Stack.md).