35 lines
1.6 KiB
Markdown
35 lines
1.6 KiB
Markdown
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# Reflection Probe Node
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## Description
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Provides access to the nearest **Reflection Probe** to the object. Requires **Normal** and **View Direction** to sample the probe. You can achieve a blurring effect by sampling at a different Level of Detail using the **LOD** input.
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Note: The behavior of this [Node](Node.md) is undefined globally. Shader Graph does not define the function of the node. Instead, each Render Pipeline defines what HLSL code to execute for this [Node](Node.md).
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Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A [Node](Node.md) might be defined in one Render Pipeline and undefined in the other. If this [Node](Node.md) is undefined, it returns 0 (black).
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#### Unity Render Pipelines Support
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- Universal Render Pipeline
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The High Definition Render Pipeline does **not** support this Node.
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| View Dir | Input | Vector 3 | View Direction (object space) | Mesh's view direction |
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| Normal | Input | Vector 3 | Normal (object space) | Mesh's normal vector |
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| LOD | Input | Float | None | Level of detail for sampling |
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| Out | Output | Vector 3 | None | Output color 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_ReflectionProbe_float(float3 ViewDir, float3 Normal, float LOD, out float3 Out)
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{
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Out = SHADERGRAPH_REFLECTION_PROBE(ViewDir, Normal, LOD);
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}
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```
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