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HX-PGS-AIM-Android
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Library
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com.unity.shadergraph
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Documentation~
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TableOfContents.md
TableOfContents.md
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История
Директен файл
About Shader Graph
Getting started with Shader Graph
Creating a new Shader Graph Asset
My first Shader Graph
Shader Graph Window
Blackboard
Main Preview
Graph Inspector
Create Node Menu
Graph Settings Tab
Master Stack
Sticky Notes
Sub Graph
Color Modes
Precision Modes
Preview Mode Control
Custom Function Node
Shader Graph Preferences
Shader Graph Project Settings
Shader Graph Keyboard Shortcuts
Samples
Feature Examples
Production Ready Shaders
Lit Shaders
Decal shaders
Detail shaders
Rock shaders
Water shaders
Post-process shaders
Weather shaders
Miscellaneous shaders
Forest Stream Construction Tutorial
Material Variants
Upgrade Guides
Upgrade to Shader Graph 10.0.x
Inside Shader Graph
Shader Graph Asset
Graph Target
Sub Graph Asset
SpeedTree 8 Sub Graph Assets
Node
Port
Custom Port Menu
Edge
Property Types
Keywords
Data Types
Port Bindings
Shader Stage
Surface options
Custom Interpolators
Node Library
Artistic
Adjustment
Channel Mixer
Contrast
Hue
Invert Colors
Replace Color
Saturation
White Balance
Blend
Blend
Filter
Dither
Fade Transition
Mask
Channel Mask
Color Mask
Normal
Normal Blend
Normal From Height
Normal From Texture
Normal Reconstruct Z
Normal Strength
Normal Unpack
Utility
Colorspace Conversion
Channel
Combine
Flip
Split
Swizzle
Input
Basic
Boolean
Color
Constant
Integer
Slider
Time
Float
Vector 2
Vector 3
Vector 4
Geometry
Bitangent Vector
Instance ID
Normal Vector
Position
Screen Position
Tangent Vector
UV
Vertex Color
Vertex ID
View Direction
View Vector
Gradient
Blackbody
Gradient
Sample Gradient
High Definition Render Pipeline
Custom Color Buffer
Custom Depth Buffer
Diffusion Profile
Exposure
HD Scene Color
HD Scene Depth
HD Sample Buffer
Lighting
Ambient
Baked GI
Main Light Direction
Reflection Probe
Matrix
Matrix 2x2
Matrix 3x3
Matrix 4x4
Transformation Matrix
Mesh Deformation
Compute Deformation
Linear Blend Skinning
PBR
Dielectric Specular
Metal Reflectance
Fresnel Equation
Scene
Camera
Eye Index
Fog
Object
Scene Color
Scene Depth
Scene Depth Difference
Screen
Texture
Calculate Level Of Detail Texture 2D Node
Cubemap Asset
Gather Texture 2D Node
Sample Cubemap
Sample Reflected Cubemap
Sample Texture 2D
Sample Texture 2D Array
Sample Texture 2D LOD
Sample Texture 3D
Sample Virtual Texture
Sampler State
Split Texture Transform
Texture 2D Array Asset
Texture 2D Asset
Texture 3D Asset
Texture Size
Math
Advanced
Absolute
Exponential
Length
Log
Modulo
Negate
Normalize
Posterize
Reciprocal
Reciprocal Square Root
Basic
Add
Divide
Multiply
Power
Square Root
Subtract
Derivative
DDX
DDXY
DDY
Interpolation
Inverse Lerp
Lerp
Smoothstep
Matrix
Matrix Construction
Matrix Determinant
Matrix Split
Matrix Transpose
Range
Clamp
Fraction
Maximum
Minimum
One Minus
Random Range
Remap
Saturate
Round
Ceiling
Floor
Round
Sign
Step
Truncate
Trigonometry
Arccosine
Arcsine
Arctangent
Arctangent2
Cosine
Degrees To Radians
Hyperbolic Cosine
Hyperbolic Sine
Hyperbolic Tangent
Radians To Degrees
Sine
Tangent
Vector
Cross Product
Distance
Dot Product
Fresnel Effect
Projection
Reflection
Refract
Rejection
Rotate About Axis
Sphere Mask
Transform
Wave
Noise Sine Wave
Sawtooth Wave
Square Wave
Triangle Wave
Procedural
Noise
Gradient Noise
Simple Noise
Voronoi
Shapes
Ellipse
Polygon
Rectangle
Rounded Polygon
Rounded Rectangle
Checkerboard
Utility
Logic
All
And
Any
Branch
Branch On Input Connection
Comparison
Is Front Face
Is Infinite
Is NaN
Nand
Not
Or
High Definition Render Pipeline
Emission
Eye
CirclePupilAnimation
CorneaRefraction
EyeSurfaceTypeDebug
IrisLimbalRing
IrisOffset
IrisOutOfBoundColorClamp
IrisUVLocation
ScleraIrisBlend
ScleraLimbalRing
ScleraUVLocation
Fabric *
ThreadMapDetail
UVCombine
Custom Function
Keyword
Preview
Subgraph
Subgraph Dropdown node
UV
Flipbook
Polar Coordinates
Radial Shear
Rotate
Spherize
Tiling And Offset
Triplanar
Twirl
Parallax Mapping
Parallax Occlusion Mapping
Block Nodes
Built In Blocks