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!
31 lines
1.8 KiB
Markdown
31 lines
1.8 KiB
Markdown
# Emission Node
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The Emission Node allows you to apply emission in your Shader Graph.
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## Render pipeline compatibility
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| **Node** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** |
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| -------- | ----------------------------------- | ------------------------------------------ |
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| Emission | No | Yes |
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## Ports
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| Name | Direction | Type | Description |
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| :------------ | :-------- | :------------- | :----------------------------------------------------------- |
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| **color** | Input | LDR Color(RGB) | Sets the low dynamic range (LDR) color of the emission. |
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| **intensity** | Input | Float | Sets the intensity of the emission color. |
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| **output** | Output | HDR Color(RGB) | Outputs the high dynamic range (HDR) color that this Node produces. |
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## Notes
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### Emission Unit
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You can use two [physical light units](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Physical-Light-Units.html) to control the strength of the emission:
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* [Nits](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Physical-Light-Units.html%23Nits).
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* [EV<sub>100</sub>](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Physical-Light-Units.html%23EV).
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### Exposure Weight
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You can use Exposure Weight to determine how exposure affects emission. It is a value between **0** and **1** where. A value of **0** means that exposure does not effect this part of the emission. A value of **1** means that exposure fully affects this part of the emission.
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