41 lines
2.1 KiB
Markdown
41 lines
2.1 KiB
Markdown
# Baked GI Node
|
|
|
|
## Description
|
|
|
|
Provides access to the **Baked GI** values at the vertex or fragment's position. Requires **Position** and **Normal** input for light probe sampling, and lightmap coordinates **Static UV** and **Dynamic UV** for all potential lightmap sampling cases.
|
|
|
|
Note: The behavior of this [Node](Node.md) is undefined globally. Shader Graph does not define the function of the node. Instead, each Render Pipeline defines what HLSL code to execute for this [Node](Node.md).
|
|
|
|
Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A [Node](Node.md) might be defined in one Render Pipeline and undefined in the other. If this [Node](Node.md) is undefined, it returns 0 (black).
|
|
|
|
### Unity Render Pipelines Support
|
|
|
|
This node is compatible with both the High Definition Render Pipeline (HDRP) and the Universal Render Pipeline (URP). However, this node does not work within unlit shaders for either pipeline.
|
|
|
|
## Ports
|
|
|
|
| Name | Direction | Type | Binding | Description |
|
|
|:------------ |:-------------|:-----|:---|:---|
|
|
| Position | Input | Vector 3 | Position (world space) | Mesh vertex/fragment's **Position** |
|
|
| Normal | Input | Vector 3 | Normal (world space) | Mesh vertex/fragment's **Normal** |
|
|
| Static UV | Input | Vector 2 | UV1 | Lightmap coordinates for the static lightmap |
|
|
| Dynamic UV | Input | Vector 2 | UV2 | Lightmap coordinates for the dynamic lightmap |
|
|
| Out | Output | Vector 3 | None | Output color value |
|
|
|
|
## Controls
|
|
|
|
| Name | Type | Options | Description |
|
|
|:------------ |:-------------|:-----|:---|
|
|
| Apply Lightmap Scaling | Toggle | True, False | If enabled lightmaps are automatically scaled and offset. |
|
|
|
|
## Generated Code Example
|
|
|
|
The following example code represents one possible outcome of this node.
|
|
|
|
```
|
|
void Unity_BakedGI_float(float3 Position, float3 Normal, float2 StaticUV, float2 DynamicUV, out float Out)
|
|
{
|
|
Out = SHADERGRAPH_BAKED_GI(Position, Normal, StaticUV, DynamicUV, false);
|
|
}
|
|
```
|