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Add new sample cubemap node with world space direction #2311
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It appears that you made a non-draft PR! |
alindmanUnity
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Did you update the result images for the input node tests? I don't see any png file changes
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| # Sample Cubemap Node | |||
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should be Sample Reflected Cubemap
| ## Description | ||
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| Samples a **Cubemap** with reflected vector and returns a **Vector 4** color value for use in the shader. Requires **View Direction** and **Normal** inputs to sample the **Cubemap**. You can achieve a blurring effect by sampling at a different Level of Detail using the **LOD** input. You can also define a custom **Sampler State** using the **Sampler** input. | ||
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probably worth noting that it was previously Sample Cubemap?
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I will let the reply to @sharlenet . I don't know. I think this is the purpose of the upgrade guide to say that?
I think the doc should be what is the current state of node. But open to change if needed.
Nope, waiting for Yamato to generate all screenshots on all platforms |
ghost
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A few minor grammar fixes
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| ## Renamed Sample Cubemap | ||
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| Shader Graph has renamed the previous Sample Cubemap Node in Sample Reflected Cubemap and have added a new Sample Cubemap which used world space direction. |
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little grammar fix here,
"Shader Graph has renamed the previous Sample Cubemap Node to Sample Reflected Cubemap**,** and has added a new Sample Cubemap**,** which uses world space direction."
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thanks fixed
| ## Description | ||
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| Samples a **Cubemap** and returns a **Vector 4** color value for use in the shader. Requires **View Direction** and **Normal** inputs to sample the **Cubemap**. You can achieve a blurring effect by sampling at a different Level of Detail using the **LOD** input. You can also define a custom **Sampler State** using the **Sampler** input. | ||
| Samples a **Cubemap** and returns a **Vector 4** color value for use in the shader. Requires **Direction** inputs in world space to sample the **Cubemap**. You can achieve a blurring effect by sampling at a different Level of Detail using the **LOD** input. You can also define a custom **Sampler State** using the **Sampler** input. |
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"inputs" should be "input" since there's only one
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Thanks for pointing this out! I'll fix it.
ghost
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| ## Texture | ||
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| |[Cubemap Asset](Cubemap-Asset-Node.md)|[Sample Cubemap](Sample-Cubemap-Node.md)| | ||
| |[Cubemap Asset](Cubemap-Asset-Node.md)|[Sample Cubemap](Sample-Cubemap-Node.md)|[Sample Cubemap](Sample-Reflected-Cubemap-Node.md)| |
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I don't understand why a third column was added here. Should it just replace the existing [Sample Cubemap](Sample-Cubemap-Node.md)?
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I just don't know what this stuff was :), will revert
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Yamato is green |
* Add a new Sample Cubemap node * Add new cubemap sample node to input test * fix issue in test * update reference screenshots * Edited Sample Cubemap Node page * adress PR feedback on doc Co-authored-by: Sharlene Tan <[email protected]>
…ion #2311 (#2348) * Add new sample cubemap node with world space direction (#2311) * Add a new Sample Cubemap node * Add new cubemap sample node to input test * fix issue in test * update reference screenshots * Edited Sample Cubemap Node page * adress PR feedback on doc Co-authored-by: Sharlene Tan <[email protected]> * Updated documentation * Updated Input-Nodes.md * Updated images Co-authored-by: Sharlene Tan <[email protected]>

Purpose of this PR
Added a new Sample Cubemap Node which take the world space direction to sample it.
(High demanding change from artists)
Rename the old Sample Cubemap to Sample Reflected Cubemap to highlight that it is performing a reflection along from the view direction and object normal. Functionnality is unchanged.
Testing status
I have added a new input node test in existing test of shader graph project
I have tested the new node with world space normal and a provided vector3 and a sky cubemap. All this to works well.
Note: I am not sure about what is a cubemap asset, maybe there is something to check here? But my guess is that it is independent of this change.
Comments to reviewers
Notes for the reviewers you have assigned.