9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
93 lines
5.9 KiB
Markdown
93 lines
5.9 KiB
Markdown
# Branch On Input Connection node
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The Branch On Input Connection node allows you to change the behavior of a Subgraph based on the connected state of an input property in the parent Shader Graph. You should use the Branch On Input Connection node when you want to create a default input for a port
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Shader Graph determines whether the property in the parent Shader Graph is connected, or not connected, and chooses a value to use as an output based on that connection state.
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![An image of the Graph window, that shows the Branch on Input Connection node.](images/sg-branch-on-input-connection-node.png)
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Shader Graph uses two ports when it determines the node's connection state:
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- The Branch On Input Connection node's **Input** port.
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- The Subgraph node's matching Property port in the parent Shader Graph. For more information on Subgraph nodes, see [Subgraph node](Sub-graph-Node).
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The Branch On Input Connection node's functionality is based on the [Branch node](Branch-Node.md).
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> [!NOTE]
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> You can't use the Branch On Input Connection node with a Streaming Virtual Texture Property. For more information on Streaming Virtual Texturing, see [Using Streaming Virtual Texturing in Shader Graph](https://docs.unity3d.com/Documentation/Manual/svt-use-in-shader-graph.html).
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The Branch On Input Connection node generates branching HLSL source code, but during compilation, the branch is optimized out of your shader.
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## Create Node menu category
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The Branch On Input Connection node is under the **Utility** > **Logic** category in the Create Node menu. You can only use it in a Shader Subgraph.
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To use the Branch On Input Connection node in a Subgraph:
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1. Open the Subgraph where you want to add a Branch On Input Connection node.
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2. In the Blackboard, do one of the following:
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- To add a new property, select **Add** (+), then select a property type from the menu. Enter a name for your new property and press Enter. Then, select your property in the Blackboard and drag it onto your graph to create a Property node.
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- Select an existing property in the Blackboard and drag it onto your graph to create a Property node.
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3. With your Property node selected, in the Graph Inspector, enable **Use Custom Binding**.
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> [!NOTE]
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> If you disable **Use Custom Binding**, you can't connect your Property node to the Branch On Input Connection node. If you've already made a connection, the Unity Editor breaks the connection and displays a warning on the node.
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4. In the **Label** field, enter the label for the default value that should display on your Subgraph node's port binding in its parent Shader Graph. For more information on port bindings, see [Port Bindings](Port-Bindings.md).
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5. Press Spacebar or right-click and select **Create Node**. Find the **Branch On Input Connection** node in the Create Node Menu, then double-click or press Enter with the node selected to add it to your Subgraph.
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6. On your Property node, select the output port and drag its new connection to the Branch On Connection node's **Input** port.
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7. To specify the value Shader Graph should use when the **Input** port is connected on the Subgraph node in the parent Shader Graph, connect a node to the **Connected** port. To specify the value that Shader Graph should use when the **Input** port isn't connected, connect another node to the **NotConnected** port.
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8. To specify how Shader Graph should use your **Connected** or **NotConnected** values in your shader, connect any valid node to the **Output** port on the Branch On Input Connection node.
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## Compatibility
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[!include[nodes-compatibility-all](./snippets/nodes-compatibility-all.md)] <!-- ALL PIPELINES INCLUDE -->
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## Inputs
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[!include[nodes-inputs](./snippets/nodes-inputs.md)] <!-- MULTIPLE INPUT PORTS INCLUDE -->
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| **Name** | **Type** | **Description** |
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| :--- | :------ | :---------- |
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| **Input** | Property | The property that determines the branching logic in the node, based on its connection state in the parent Shader Graph. |
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| **Connected** | Dynamic Vector | The value to send to the **Out** port when **Input** is connected in the parent Shader Graph. |
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| **NotConnected** | Dynamic Vector | The value to send to the **Out** port when **Input** is not connected in the parent Shader Graph. |
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## Outputs
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[!include[nodes-single-output](./snippets/nodes-single-output.md)] <!-- SINGLE OUTPUT PORT INCLUDE -->
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| **Name** | **Type** | **Description** |
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| :------ | :------- | :------------- |
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| **Out** | Dynamic Vector | Outputs the value of either **Connected** or **NotConnected**, based on the **Input** property's connection state in the parent Shader Graph. |
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## Example Subgraph usage
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In the following example, a Branch On Input Connection node specifies the default behavior for a UV Subgraph input property. When a value for the **UV** property is connected in the parent graph, then the value from that property is passed to the Checkerboard node to determine the UV coordinates for the checkerboard pattern. When the **UV** property isn't connected, then the Branch On Input Connection node uses the **UV0** channel from the UV node for the Checkerboard node's UV coordinates:
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> [!NOTE]
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> When you preview a Subgraph, the Branch On Input Connection node always uses its NotConnected value.
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![An image of the Graph window. A UV property is connected to the Input port on a Branch On Input Connection node. The property also connects to the Branch On Input Connection node's Connected input port, while a UV node with its channel set to UV0 connects to the NotConnected port. The Branch On Input Connection node's Out port connects to a Checkerboard node's UV input port.](images/sg-branch-on-input-connection-node-example.png)
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## Related nodes
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<!-- OPTIONAL. Any nodes that may be related to this node in some way that's worth mentioning -->
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[!include[nodes-related](./snippets/nodes-related.md)]
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- [Branch node](Branch-Node.md)
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- [Subgraph node](Sub-graph-Node.md)
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