mathe/Library/PackageCache/com.unity.shadergraph@14.0.8/Documentation~/ThreadMapDetail-Node.md
2024-09-20 20:30:10 +02:00

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ThreadMapDetail node

The ThreadMapDetail node adds tileable thread map detail information to a fabric material. The node outputs a thread map that you can apply to a fabric material.

An image showing the ThreadMapDetail node in the Shader Graph window

[!includenodes-subgraph-node]

A thread map is a Texture with 4 channels. Like a detail map, a thread map contains information about ambient occlusion, the normal x-axis and normal y-axis, and smoothness.

For more information on Detail maps, see Secondary Maps (Detail Maps) & Detail Mask in the Unity User Manual.

Create Node menu category

The ThreadMapDetail node is under the Utility > High Definition Render Pipeline > Fabric category in the Create Node menu.

Compatibility

[!includenodes-compatibility-hdrp]

[!includehdrp-latest-link]

[!includenodes-all-contexts]

Inputs

[!includenodes-inputs]

Name Type Binding Description
Use Thread Map Boolean None Use the port's default input to enable or disable the ThreadMapDetail node. You can also connect a node that outputs a Boolean to choose when to enable or disable the thread map.
ThreadMap Texture 2D None The texture that contains the detailed information of a fabric's thread pattern. The texture should contain 4 channels:
  • R - The ambient occlusion
  • G - The normal Y-axis
  • B - The smoothness
  • A - The normal X-axis
UV Vector 2 UV The UV coordinates the ThreadMapDetail node should use to map the ThreadMap texture on the geometry.
Normals Vector 3 None The base normal map that you want your Shader Graph to apply to the geometry before it applies the thread map.
Smoothness Float None The base smoothness value that you want your Shader Graph to apply to the geometry before it applies the thread map.
Alpha Float None The base alpha value that you want your Shader Graph to apply to the geometry before it applies the thread map.
Ambient Occlusion Float None The base ambient occlusion value that you want your Shader Graph to apply to the geometry before it applies the thread map.
Thread AO Strength Float None Specify a value of 0 or 1 to determine how the ThreadMap's ambient occlusion should impact the final shader result:
  • If you provide a value of 0, the ThreadMap's ambient occlusion has no effect on the final output of the shader.
  • If you provide a value of 1, Shader Graph multiplies your base Ambient Occlusion value by the ambient occlusion value specified in your ThreadMap to determine the final output of the shader.
Thread Normal Strength Float None Specify a value of 0 or 1 to determine how the ThreadMap's normal should impact the final shader result:
  • If you provide a value of 0, the ThreadMap's normal has no effect on the final output of the shader.
  • If you provide a value of 1, Shader Graph blends the values from your base Normals with the normal specified in your ThreadMap to determine the final output of the shader.
Thread Smoothness Strength Float None Specify a value of 0 or 1 to determine how the ThreadMap's smoothness should impact the final shader result:
  • If you provide a value of 0, the ThreadMap's smoothness value has no effect on the final output of the shader.
  • If you provide a value of 1, Shader Graph adds the smoothness value specified in your ThreadMap to your base Smoothness value to determine the final output of the shader. For this calculation, Shader Graph remaps the value of your ThreadMap's smoothness from (0,1) to (-1, 1).

Outputs

[!includenodes-outputs]

Name Type Description
Normal Vector 3 The final normal output of the thread map.
Smoothness Float The final smoothness output of the thread map.
Ambient Occlusion Float The final ambient occlusion output of the thread map.
Alpha Float The final alpha output of the thread map. Shader Graph calculates this alpha value by multiplying the input Alpha value by the Thread AO Strength value.

Example graph usage

For an example use of the ThreadMapDetail node, see either of the HDRP's Fabric shaders.

To view these Shader Graphs:

  1. Create a new material and assign it the HDRP > Fabric > Silk or HDRP > Fabric > CottonWool shader, as described in the Unity User Manual section Creating a material asset, and assigning a shader to it.

  2. Next to the Shader dropdown, select Edit.

Your chosen Fabric's Shader Graph opens. You can view the ThreadMapDetail node, its Subgraph, and the other nodes that create HDRP's Fabric shaders.