31 lines
1.2 KiB
Markdown
31 lines
1.2 KiB
Markdown
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# Spherize Node
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## Description
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Applies a spherical warping effect similar to a fisheye camera lens to the value of input **UV**. The center reference point of the warping effect is defined by input **Center** and the overall strength of the effect is defined by the value of input **Strength**. Input **Offset** can be used to offset the individual channels of the result.
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| UV | Input | Vector 2 | UV | Input UV value |
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| Center | Input | Vector 2 | None | Center reference point |
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| Strength | Input | Float | None | Strength of the effect |
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| Offset | Input | Vector 2 | None | Individual channel offsets |
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| Out | Output | Vector 2 | None | Output UV value |
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## Generated Code Example
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The following example code represents one possible outcome of this node.
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```
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void Unity_Spherize_float(float2 UV, float2 Center, float Strength, float2 Offset, out float2 Out)
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{
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float2 delta = UV - Center;
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float delta2 = dot(delta.xy, delta.xy);
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float delta4 = delta2 * delta2;
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float2 delta_offset = delta4 * Strength;
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Out = UV + delta * delta_offset + Offset;
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}
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```
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