Firstborn/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Emission-Node.md
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

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# Emission Node
The Emission Node allows you to apply emission in your Shader Graph.
## Render pipeline compatibility
| **Node** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** |
| -------- | ----------------------------------- | ------------------------------------------ |
| Emission | No | Yes |
## Ports
| Name | Direction | Type | Description |
| :------------ | :-------- | :------------- | :----------------------------------------------------------- |
| **color** | Input | LDR Color(RGB) | Sets the low dynamic range (LDR) color of the emission. |
| **intensity** | Input | Float | Sets the intensity of the emission color. |
| **output** | Output | HDR Color(RGB) | Outputs the high dynamic range (HDR) color that this Node produces. |
## Notes
### Emission Unit
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:
* [Nits](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Physical-Light-Units.html%23Nits).
* [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).
### Exposure Weight
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.