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Expand Up @@ -12,7 +12,7 @@ NOTE: This [Node](Node.md) can only be used in the **Fragment** shader stage.
|:------------ |:-------------|:-----|:---|:---|
| Texture Array | Input | Texture 2D Array | None | Texture 2D Array to sample |
| Index | Input | Vector 1 | None | Index of array to sample |
| UV | Input | Vector 2 | UV | Mesh's normal vector |
| UV | Input | Vector 2 | UV | UV coordinates |
| Sampler | Input | Sampler State | Default sampler state | Sampler for the texture |
| RGBA | Output | Vector 4 | None | Output value as RGBA |
| R | Output | Vector 1 | None | red (x) component of RGBA output |
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Expand Up @@ -13,7 +13,7 @@ This [Node](Node.md) is useful for sampling a **Texture** in the vertex [Shader
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| Texture | Input | Texture 2D | None | Texture 2D to sample |
| UV | Input | Vector 2 | UV | Mesh's normal vector |
| UV | Input | Vector 2 | UV | UV coordinates |
| Sampler | Input | Sampler State | Default sampler state | Sampler for the texture |
| LOD | Input | Vector 1 | None | Level of detail to sample |
| RGBA | Output | Vector 4 | None | Output value as RGBA |
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Expand Up @@ -13,7 +13,7 @@ NOTE: This [Node](Node.md) can only be used in the **Fragment** [Shader Stage](S
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| Texture | Input | Texture 2D | None | Texture 2D to sample |
| UV | Input | Vector 2 | UV | Mesh's normal vector |
| UV | Input | Vector 2 | UV | UV coordinates |
| Sampler | Input | Sampler State | Default sampler state | Sampler for the texture |
| RGBA | Output | Vector 4 | None | Output value as RGBA |
| R | Output | Vector 1 | None | red (x) component of RGBA output |
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2 changes: 1 addition & 1 deletion com.unity.shadergraph/Documentation~/Sphere-Mask-Node.md
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Expand Up @@ -2,7 +2,7 @@

## Description

Creates a sphere mask originating from input **Center**. The sphere is calculated using [Distance](Distance-Node.md) and modified using the **Radius** and **Hardness** inputs. Sphere mask functionality works in both 2D and 3D spaces, and is based on the vector coordinates in the **Coords** input.
Creates a sphere mask originating from input **Center**. The sphere is calculated using [Distance](Distance-Node.md) and modified using the **Radius** and **Hardness** inputs. Sphere mask functionality works in both 2D and 3D spaces, and is based on the vector coordinates in the **Coords** input. These vector coordinates can either be 3D like world space position, or 2D like UV coordinates.

## Ports

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2 changes: 1 addition & 1 deletion com.unity.shadergraph/Documentation~/Utility-Nodes.md
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Expand Up @@ -10,7 +10,7 @@
| [All](All-Node.md) | [And](And-Node.md) |
|:-------------|:------|
| ![Image](images/AllNodeThumb.png) | ![Image](images/AndNodeThumb.png) |
| Provides a preview window and passes the input value through without modification. | Provides a reference to a Sub-graph asset. |
| Returns true if all components of the input In are non-zero. | Returns true if both the inputs A and B are true. |
|[**Any**](Any-Node.md)|[**Branch**](Branch-Node.md)|
|![Image](images/AnyNodeThumb.png)|![Image](images/BranchNodeThumb.png)|
|Returns true if any of the components of the input In are non-zero.|Provides a dynamic branch to the shader.|
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