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

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Math Nodes

Advanced

Absolute Exponential
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Returns the absolute value of input In. Returns the exponential value of input In.
Length Log
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Returns the length of input In. Returns the logarithm of input In.
Modulo Negate
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Returns the remainder of input A divided by input B. Returns the inverse value of input In.
Normalize Posterize
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Returns the normalized vector of input In. Returns the input In converted into a number of values defined by input Steps.
Reciprocal Reciprocal Square Root
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Returns the result of 1 divided by input In. Returns the result of 1 divided by the square root of input In.

Basic

Add Divide
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Returns the sum of the two input values. Returns the result of input A divided by input B.
Multiply Power
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Returns the result of input A multiplied by input B. Returns the result of input A to the power of input B.
Square Root Subtract
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Returns the square root of input In. Returns the result of input A minus input B.

Derivative

DDX DDXY
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Returns the partial derivative with respect to the screen-space x-coordinate. Returns the sum of both partial derivatives.
DDY
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Returns the partial derivative with respect to the screen-space y-coordinate.

Interpolation

Inverse Lerp Lerp
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Returns the parameter that produces the interpolant specified by input T within the range of input A to input B. Returns the result of linearly interpolating between input A and input B by input T.
Smoothstep
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Returns the result of a smooth Hermite interpolation between 0 and 1, if input In is between inputs Edge1 and Edge2.

Matrix

Matrix Construction Matrix Determinant
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Constructs square matrices from the four input vectors M0, M1, M2 and M3. Returns the determinant of the matrix defined by input In.
Matrix Split Matrix Transpose
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Splits a square matrix defined by input In into vectors. Returns the transposed value of the matrix defined by input In.

Range

Clamp Fraction
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Returns the input In clamped between the minimum and maximum values defined by inputs Min and Max respectively. Returns the fractional (or decimal) part of input In; which is greater than or equal to 0 and less than 1.
Maximum Minimum
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Returns the largest of the two inputs values A and B. Returns the smallest of the two inputs values A and B.
One Minus Random Range
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Returns the result of input In subtracted from 1. Returns a pseudo-random number that is between the minimum and maximum values defined by inputs Min and Max.
Remap Saturate
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Remaps the value of input In from between the values of input Out Min Max to between the values of input In Min Max. Returns the value of input In clamped between 0 and 1.

Round

Ceiling Floor
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Returns the smallest integer value, or whole number, that is greater than or equal to the value of input In. Returns the largest integer value, or whole number, that is less than or equal to the value of input In.
Round Sign
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Returns the value of input In rounded to the nearest integer, or whole number. Returns -1 if the value of input In is less than zero, 0 if equal to zero and 1 if greater than zero.
Step Truncate
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Returns 1 if the value of input In is greater than or equal to the value of input Edge, otherwise returns 0. Returns the integer, or whole number, component of the value of input In.

Trigonometry

Arccosine Arcsine
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Returns the arccosine of each component the input In as a vector of equal length. Returns the arcsine of each component the input In as a vector of equal length.
Arctangent Arctangent2
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Returns the arctangent of the value of input In. Each component should be within the range of -Pi/2 to Pi/2. Returns the arctangent of the values of both input A and input B.
Cosine Degrees to Radians
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Returns the cosine of the value of input In. Returns the value of input In converted from degrees to radians.
Hyperbolic Cosine Hyperbolic Sine
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Returns the hyperbolic cosine of input In. Returns the hyperbolic sine of input In.
Hyperbolic Tangent Radians to Degrees
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Returns the hyperbolic tangent of input In. Returns the value of input In converted from radians to degrees.
Sine Tangent
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Returns the sine of the value of input In. Returns the tangent of the value of input In.

Vector

Cross Product Distance
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Returns the cross product of the values of the inputs A and B. Returns the Euclidean distance between the values of the inputs A and B.
Dot Product Fresnel Effect
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Returns the dot product, or scalar product, of the values of the inputs A and B. Fresnel Effect is the effect of differing reflectance on a surface depending on viewing angle, where as you approach the grazing angle more light is reflected.
Projection Reflection
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Returns the result of projecting the value of input A onto a straight line parallel to the value of input B. Returns a reflection vector using input In and a surface normal Normal.
Rejection Rotate About Axis
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Returns the result of the projection of the value of input A onto the plane orthogonal, or perpendicular, to the value of input B. Rotates the input vector In around the axis Axis by the value of Rotation.
Projection Rejection
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Returns the result of projecting the value of input A onto a straight line parallel to the value of input B. Returns the result of the projection of the value of input A onto the plane orthogonal, or perpendicular, to the value of input B.
Sphere Mask Transform
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Creates a sphere mask originating from input Center. Returns the result of transforming the value of input In from one coordinate space to another.

Wave

Noise Sine Wave Sawtooth Wave
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Returns the sine of the value of input In. For variance, random noise is added to the amplitude of the sine wave. Returns a sawtooth wave from the value of input In.
Matrix Split Matrix Transpose
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Splits a square matrix defined by input In into vectors. Returns the transposed value of the matrix defined by input In.

Noise Sine Wave Sawtooth Wave Square Wavve Triangle Wave