UnityGame/Library/PackageCache/com.unity.shadergraph/Documentation~/Fresnel-Equation-Node.md
2024-10-27 10:53:47 +03:00

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Fresnel Equation Node

Description

The Fresnel Equation Node adds equations that affect Material interactions to the Fresnel Component. You can select an equation in the Mode dropdown.

You can find Numerical values of refractive indices at refractiveindex.info.

Ports (Schlick)

Name Direction Type Binding Description
f0 Input Vector{1, 2, 3} None Represente the reflection of the surface when we face typically 0.02-0.08 for a dielectric material.
DotVector Input Float None The dot product between the normal and the surface.
Fresnel Output same as f0 None Fresnel coefficient, which describe the amount of light reflected or transmitted.

Ports (Dielectric)

Name Direction Type Binding Description
IOR Source Input Vector None The refractive index of the medium the light source originates in.
IOR Medium Input Vector None The refractive index of the medium that the light refracts into.
DotVector Input Float None The dot product between the normal and the surface.
Fresnel Output same as f0 None The fresnel coefficient, which describe the amount of light reflected or transmitted.

Ports (DielectricGeneric)

Name Direction Type Binding Description
IOR Source Input Vector None The refractive index of the medium the light source originates in.
IOR Medium Input Vector None The refractive index of the medium that the light refracts into.
IOR MediumK Input Vector None The refractive index Medium (imaginary part), or the medium causing the refraction.
DotVector Input Float None The dot product between the normal and the surface.
Fresnel Output same as f0 None Fresnel coefficient, which describe the amount of light reflected or transmitted.

Controls

Name Type Options Description
Mode Dropdown Schlick: This mode produces an approximation based on Schlick's Approximation. Use the Schlick mode for interactions between air and dielectric materials.
Dielectric: Use this mode for interactions between two dielectric Materials. For example, air to glass, glass to water, or water to air.
DielectricGeneric: This mode computes a Fresnel equation for interactions between a dielectric and a metal. For example, clear-coat- to metal, glass to metal, or water to metal.
Note: if the IORMediumK value is 0, DielectricGeneric behaves in the same way as the Dielectric mode.

Generated Code Example

The following example code represents one possible outcome of this node.

void Unity_FresnelEquation_Schlick(out float Fresnel, float cos0, float f0)
{
    Fresnel = F_Schlick(f0, cos0);
}

void Unity_FresnelEquation_Dielectric(out float3 Fresnel, float cos0, float3 iorSource, float3 iorMedium)
{
    FresnelValue = F_FresnelDielectric(iorMedium/iorSource, cos0);
}

void Unity_FresnelEquation_DielectricGeneric(out float3 Fresnel, float cos0, float3 iorSource, float3 iorMedium, float3 iorMediumK)
{
    FresnelValue = F_FresnelConductor(iorMedium/iorSource, iorMediumK/iorSource, cos0);
}