Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Sphere-Mask-Node.md

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2024-05-06 14:45:45 -04:00
# Sphere Mask Node
## Description
Creates a sphere mask originating from input **Center**. The sphere is calculated using [Distance](Distance-Node.md) and modified using the **Radius** and **Hardness** inputs. Sphere mask functionality works in both 2D and 3D spaces, and is based on the vector coordinates in the **Coords** input. These vector coordinates can either be 3D like world space position, or 2D like UV coordinates.
## Ports
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| Coords | Input | Dynamic Vector | None | Coordinate space input |
| Center | Input | Dynamic Vector | None | Coordinates of the sphere origin |
| Radius | Input | Float | None | Radius of the sphere |
| Hardness | Input | Float | None | Soften falloff of the sphere |
| Out | Output | Dynamic Vector | None | Output mask value |
## Generated Code Example
The following example code represents one possible outcome of this node.
```
void Unity_SphereMask_float4(float4 Coords, float4 Center, float Radius, float Hardness, out float4 Out)
{
Out = 1 - saturate((distance(Coords, Center) - Radius) / (1 - Hardness));
}
```