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!
60 lines
1.9 KiB
Markdown
60 lines
1.9 KiB
Markdown
# Dielectric Specular Node
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## Description
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Returns a **Dielectric Specular** F0 value for a physically based material. The material to use can be selected with the **Material** dropdown parameter on the [Node](Node.md).
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A **Common** **Material** type defines a range between 0.034 and 0.048 sRGB values. The value between this range can be selected with the **Range** parameter. This **Material** type should be used for various materials such as plastics and fabrics.
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You can use **Custom** material type to define your own physically based material value. The output value in this case is defined by its index of refraction. This can be set by the parameter **IOR**.
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| Out | Output | Float | None | Output value |
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## Controls
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| Name | Type | Options | Description |
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|:------------ |:-------------|:-----|:---|
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| Material | Dropdown | Common, RustedMetal, Water, Ice, Glass, Custom | Selects the material value to output. |
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| Range | Slider | | Controls output value for **Common** material type. |
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| IOR | Slider | | Controls index of refraction for **Custom** material type. |
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## Generated Code Example
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The following example code represents one possible outcome of this node per **Material** mode.
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**Common**
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```
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float _DielectricSpecular_Range = 0.5;
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float _DielectricSpecular_Out = lerp(0.034, 0.048, _DielectricSpecular_Range);
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```
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**RustedMetal**
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```
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float _DielectricSpecular_Out = 0.030;
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```
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**Water**
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```
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float _DielectricSpecular_Out = 0.020;
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```
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**Ice**
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```
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float _DielectricSpecular_Out = 0.018;
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```
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**Glass**
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```
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float _DielectricSpecular_Out = 0.040;
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```
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**Custom**
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```
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float _DielectricSpecular_IOR = 1;
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float _DielectricSpecular_Out = pow(_Node_IOR - 1, 2) / pow(_DielectricSpecular_IOR + 1, 2);
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```
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