.idea
Assets
AmplifyShaderEditor
Plugins
Editor
EditorResources
GUISkins
Nodes
Previews
ShaderFunctions
Alpha Merge.asset
Alpha Merge.asset.meta
Alpha Split.asset
Alpha Split.asset.meta
And.asset
And.asset.meta
Bacteria Smoothstep.asset
Bacteria Smoothstep.asset.meta
Bacteria.asset
Bacteria.asset.meta
Bicubic Precompute.asset
Bicubic Precompute.asset.meta
Bicubic Sample.asset
Bicubic Sample.asset.meta
Bidirectional Parallax Mapping.asset
Bidirectional Parallax Mapping.asset.meta
Blackbody.asset
Blackbody.asset.meta
Blinn-Phong Half Vector.asset
Blinn-Phong Half Vector.asset.meta
Blinn-Phong Light.asset
Blinn-Phong Light.asset.meta
BlinnPhongLightWrap.asset
BlinnPhongLightWrap.asset.meta
BoxMask.asset
BoxMask.asset.meta
Bricks Pattern.asset
Bricks Pattern.asset.meta
Checkerboard.asset
Checkerboard.asset.meta
Color Mask.asset
Color Mask.asset.meta
Compute Mip Level.asset
Compute Mip Level.asset.meta
ComputeFilterWidth.asset
ComputeFilterWidth.asset.meta
ConstantBiasScale.asset
ConstantBiasScale.asset.meta
CotangentFrame.asset
CotangentFrame.asset.meta
Create Orthogonal Vector.asset
Create Orthogonal Vector.asset.meta
Custom Screen Position.asset
Custom Screen Position.asset.meta
Decode Directional Lighmap.asset
Decode Directional Lighmap.asset.meta
DepthMaskedRefraction.asset
DepthMaskedRefraction.asset.meta
Derive Tangent Basis.asset
Derive Tangent Basis.asset.meta
Detail Albedo.asset
Detail Albedo.asset.meta
Device Depth.asset
Device Depth.asset.meta
Dielectric Specular.asset
Dielectric Specular.asset.meta
Dots Pattern.asset
Dots Pattern.asset.meta
Ellipse.asset
Ellipse.asset.meta
Fade Transition.asset
Fade Transition.asset.meta
FetchHDColorPyramid.asset
FetchHDColorPyramid.asset.meta
FetchLightmapValue.asset
FetchLightmapValue.asset.meta
Flipbook.asset
Flipbook.asset.meta
Flow.asset
Flow.asset.meta
Four Splats First Pass Terrain.asset
Four Splats First Pass Terrain.asset.meta
Grid.asset
Grid.asset.meta
HDRP Decal UVs.asset
HDRP Decal UVs.asset.meta
Half Lambert Term.asset
Half Lambert Term.asset.meta
Height-based Blending.asset
Height-based Blending.asset.meta
Herringbone.asset
Herringbone.asset.meta
Hex Lattice.asset
Hex Lattice.asset.meta
Houndstooth.asset
Houndstooth.asset.meta
Inverse Lerp.asset
Inverse Lerp.asset.meta
Lambert Light.asset
Lambert Light.asset.meta
Lerp White To.asset
Lerp White To.asset.meta
Lightmap UV.asset
Lightmap UV.asset.meta
Metal Reflectance.asset
Metal Reflectance.asset.meta
Midtones Control.asset
Midtones Control.asset.meta
Noise Sine Wave.asset
Noise Sine Wave.asset.meta
Non Stereo Screen Pos.asset
Non Stereo Screen Pos.asset.meta
Normal Face.asset
Normal Face.asset.meta
Normal From Height.asset
Normal From Height.asset.meta
Normal From Texture.asset
Normal From Texture.asset.meta
Normal Reconstruct Z.asset
Normal Reconstruct Z.asset.meta
NormalCreate.asset
NormalCreate.asset.meta
Or.asset
Or.asset.meta
PerturbNormal.asset
PerturbNormal.asset.meta
PerturbNormalHQ.asset
PerturbNormalHQ.asset.meta
Polar Coordinates.asset
Polar Coordinates.asset.meta
Polygon.asset
Polygon.asset.meta
PreparePerturbNormalHQ.asset
PreparePerturbNormalHQ.asset.meta
Procedural Sample.asset
Procedural Sample.asset.meta
Projection.asset
Projection.asset.meta
Radial Shear.asset
Radial Shear.asset.meta
RadialUVDistortion.asset
RadialUVDistortion.asset.meta
Random Range.asset
Random Range.asset.meta
Reconstruct World Position From Depth.asset
Reconstruct World Position From Depth.asset.meta
Rectangle.asset
Rectangle.asset.meta
Rejection.asset
Rejection.asset.meta
Replace Color.asset
Replace Color.asset.meta
Rounded Polygon.asset
Rounded Polygon.asset.meta
Rounded Rectangle.asset
Rounded Rectangle.asset.meta
SRP Additional Light.asset
SRP Additional Light.asset.meta
Sample Lightmap.asset
Sample Lightmap.asset.meta
Saturation.asset
Saturation.asset.meta
Sawtooth Wave.asset
Sawtooth Wave.asset.meta
Shadow Mask.asset
Shadow Mask.asset.meta
Simple HUE.asset
Simple HUE.asset.meta
Smooth Wave.asset
Smooth Wave.asset.meta
SphereMask.asset
SphereMask.asset.meta
Spherize.asset
Spherize.asset.meta
Spiral.asset
Spiral.asset.meta
Square Wave.asset
Square Wave.asset.meta
Square.asset
Square.asset.meta
Step Antialiasing.asset
Step Antialiasing.asset.meta
Stereo Screen Pos.asset
Stereo Screen Pos.asset.meta
Stripes.asset
Stripes.asset.meta
Terrain Wind Animate Vertex.asset
Terrain Wind Animate Vertex.asset.meta
Terrain Wind Value.asset
Terrain Wind Value.asset.meta
Triangle Wave.asset
Triangle Wave.asset.meta
Truchet.asset
Truchet.asset.meta
Twirl.asset
Twirl.asset.meta
UI-Sprite Effect Layer.asset
UI-Sprite Effect Layer.asset.meta
URP Tangent To World Normal.asset
URP Tangent To World Normal.asset.meta
Whirl.asset
Whirl.asset.meta
World Normal Face.asset
World Normal Face.asset.meta
Zig Zag.asset
Zig Zag.asset.meta
ShaderLibrary
Shaders
Templates
Textures
UI
GUISkins.meta
Nodes.meta
Previews.meta
ShaderFunctions.meta
ShaderLibrary.meta
Shaders.meta
Templates.meta
Textures.meta
UI.meta
Editor.meta
EditorResources.meta
AmplifyShaderEditor.asmdef
AmplifyShaderEditor.asmdef.meta
ChangeLog.txt
ChangeLog.txt.meta
Plugins.meta
Readme.txt
Readme.txt.meta
GeneratedMaterials
MindPowerSdk
MindPowerSdk.Tests
Resources
Sandbox
Scenes
Scripts
StreamingAssets
TestAssets
WaterWorks
AmplifyShaderEditor.meta
GeneratedMaterials.meta
MindPowerSdk.Tests.meta
MindPowerSdk.meta
New Material 1.mat
New Material 1.mat.meta
New Material.mat
New Material.mat.meta
New Terrain Layer.terrainlayer
New Terrain Layer.terrainlayer.meta
New Terrain Material 1.mat
New Terrain Material 1.mat.meta
New Terrain Material.mat
New Terrain Material.mat.meta
New Universal Render Pipeline Asset.asset
New Universal Render Pipeline Asset.asset.meta
New Universal Render Pipeline Asset_Renderer.asset
New Universal Render Pipeline Asset_Renderer.asset.meta
Prefabs.meta
Resources.meta
Sandbox.meta
Scenes.meta
Scripts.meta
StreamingAssets.meta
TerrainUVBlendShader 1.shader
TerrainUVBlendShader 1.shader.meta
TerrainUVBlendShader.shader
TerrainUVBlendShader.shader.meta
TestAssets.meta
TestTerrainShader 1.shader
TestTerrainShader 1.shader.meta
TestTerrainShader.shader
TestTerrainShader.shader.meta
UniversalRenderPipelineGlobalSettings.asset
UniversalRenderPipelineGlobalSettings.asset.meta
Unlit_NewUnlitTerrainShader.mat
Unlit_NewUnlitTerrainShader.mat.meta
WaterWorks.meta
total_seamless.tga
total_seamless.tga.meta
Packages
ProjectSettings
UserSettings
.gitattributes
.gitignore
README.md
59 lines
9.9 KiB
Plaintext
Generated
59 lines
9.9 KiB
Plaintext
Generated
%YAML 1.1
|
|
%TAG !u! tag:unity3d.com,2011:
|
|
--- !u!114 &11400000
|
|
MonoBehaviour:
|
|
m_ObjectHideFlags: 0
|
|
m_CorrespondingSourceObject: {fileID: 0}
|
|
m_PrefabInstance: {fileID: 0}
|
|
m_PrefabAsset: {fileID: 0}
|
|
m_GameObject: {fileID: 0}
|
|
m_Enabled: 1
|
|
m_EditorHideFlags: 0
|
|
m_Script: {fileID: 11500000, guid: 78b2425a2284af743826c689403a4924, type: 3}
|
|
m_Name: Metal Reflectance
|
|
m_EditorClassIdentifier:
|
|
m_functionInfo: "// Made with Amplify Shader Editor v1.9.1.5\n// Available at the
|
|
Unity Asset Store - http://u3d.as/y3X \n/*ASEBEGIN\nVersion=19105\nNode;AmplifyShaderEditor.StickyNoteNode;27;-894.1826,-137.1411;Inherit;False;499;104;Iron;;0,0,0,1;float3
|
|
_MetalReflectance_Out = float3(0.560, 0.570, 0.580)@;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;28;-893.1826,11.85889;Inherit;False;496;101;Silver;;0,0,0,1;float3
|
|
_MetalReflectance_Out = float3(0.972, 0.960, 0.915)@;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;29;-893.1826,154.8589;Inherit;False;500;103;Aluminium;;0,0,0,1;float3
|
|
_MetalReflectance_Out = float3(0.913, 0.921, 0.925)@;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;30;-893.1826,296.8589;Inherit;False;500;103;Gold;;0,0,0,1;float3
|
|
_MetalReflectance_Out = float3(1.000, 0.766, 0.336)@;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;31;-894.1826,442.8589;Inherit;False;502;107;Copper;;0,0,0,1;float3
|
|
_MetalReflectance_Out = float3(0.955, 0.637, 0.538)@;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;32;-894.1826,590.8589;Inherit;False;503;103;Chromium;;0,0,0,1;float3
|
|
_MetalReflectance_Out = float3(0.550, 0.556, 0.554)@;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;33;-890.6014,738.8589;Inherit;False;501;105;Nickel;;0,0,0,1;float3
|
|
_MetalReflectance_Out = float3(0.660, 0.609, 0.526)@;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;34;-894.1826,881.8589;Inherit;False;503;106;Titanium;;0,0,0,1;float3
|
|
_MetalReflectance_Out = float3(0.542, 0.497, 0.449)@;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;35;-895.1826,1022.859;Inherit;False;504;102;Cobalt;;0,0,0,1;float3
|
|
_MetalReflectance_Out = float3(0.662, 0.655, 0.634)@;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;36;-890.1826,1169.859;Inherit;False;498;104;Platinum;;0,0,0,1;float3
|
|
_MetalReflectance_Out = float3(0.672, 0.637, 0.585)@;0;0\nNode;AmplifyShaderEditor.FunctionSubtitle;19;-126.8985,11.67815;Inherit;False;Silver;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;18;-129.5288,159.2358;Inherit;False;Aluminium;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;17;-126.3439,299.9785;Inherit;False;Gold;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;21;-128.1567,448.4641;Inherit;False;Copper;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;22;-128.3659,593.9662;Inherit;False;Chromium;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.Vector3Node;1;-381.5,-136.5;Inherit;False;Constant;_Iron;Iron;0;0;Create;True;0;0;0;False;0;False;0.56,0.57,0.58;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.Vector3Node;12;-382.8511,738.3549;Inherit;False;Constant;_Nickel;Nickel;0;0;Create;True;0;0;0;False;0;False;0.66,0.609,0.526;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.Vector3Node;13;-379.8511,882.3549;Inherit;False;Constant;_Titanium;Titanium;0;0;Create;True;0;0;0;False;0;False;0.542,0.497,0.449;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.Vector3Node;14;-379.8511,1023.355;Inherit;False;Constant;_Cobalt;Cobalt;0;0;Create;True;0;0;0;False;0;False;0.662,0.655,0.634;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.Vector3Node;15;-380.721,1169.597;Inherit;False;Constant;_Platinum;Platinum;0;0;Create;True;0;0;0;False;0;False;0.672,0.637,0.585;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.StickyNoteNode;37;-381.9517,-447.8981;Inherit;False;555.2915;193.5288;Metal
|
|
Reflectance Node;;0,0,0,1;Returns a Metal Reflectance value for a physically
|
|
based material. The material to use can be selected with the Material dropdown
|
|
parameter$$$When using Specular Workflow on a PBR Master Node this value should
|
|
be supplied to the Specular Port. When using Metallic Workflow this value should
|
|
be supplied to the Albedo Port.$$;0;0\nNode;AmplifyShaderEditor.FunctionSubtitle;20;-128.9401,-134.0645;Inherit;False;Iron;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.Vector3Node;2;-379.5,8.5;Inherit;False;Constant;_Silver;Silver;0;0;Create;True;0;0;0;False;0;False;0.972,0.96,0.915;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.Vector3Node;3;-384.5,154.5;Inherit;False;Constant;_Aluminium;Aluminium;0;0;Create;True;0;0;0;False;0;False;0.913,0.921,0.925;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.Vector3Node;4;-384.5,295.5;Inherit;False;Constant;_Gold;Gold;0;0;Create;True;0;0;0;False;0;False;1,0.766,0.336;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.Vector3Node;5;-385.3699,442.7421;Inherit;False;Constant;_Copper;Copper;0;0;Create;True;0;0;0;False;0;False;0.955,0.637,0.538;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.Vector3Node;11;-383.8511,589.3549;Inherit;False;Constant;_Chromium;Chromium;0;0;Create;True;0;0;0;False;0;False;0.55,0.556,0.554;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionSubtitle;23;-126.3659,740.385;Inherit;False;Nickel;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;24;-129.3659,885.385;Inherit;False;Titanium;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;25;-129.3659,1026.966;Inherit;False;Cobalt;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;40;110.1959,18.9715;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;54;345.4067,119.7395;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;53;319.8749,105.8235;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;52;291.6065,88.08657;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;51;265.7169,71.06565;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;50;243.0958,50.40255;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;49;215.7115,19.33947;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;48;193.8535,-9.744709;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;39;173.7903,-48.30244;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;41;112.6956,146.6294;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;42;113.6645,267.9767;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;43;116.654,434.5029;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;44;120.6489,581.6083;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionOutput;0;680.3433,-138.9456;Inherit;False;True;-1;Output;0;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;38;442.8665,-145.504;Inherit;False;Material;False;0;10;-1;Iron;Silver;Aluminium;Gold;Copper;Chromium;Nickel;Titanium;Cobalt;Platinum;Object;-1;10;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;9;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;55;376.9956,130.5322;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;26;-128.8434,1174.862;Inherit;False;Platinum;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;56;111.9943,1162.794;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;47;108.2785,1010.884;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;46;113.0538,869.5625;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;45;111.6375,728.0638;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nWireConnection;19;0;2;0\nWireConnection;18;0;3;0\nWireConnection;17;0;4;0\nWireConnection;21;0;5;0\nWireConnection;22;0;11;0\nWireConnection;20;0;1;0\nWireConnection;23;0;12;0\nWireConnection;24;0;13;0\nWireConnection;25;0;14;0\nWireConnection;40;0;19;0\nWireConnection;54;0;47;0\nWireConnection;53;0;46;0\nWireConnection;52;0;45;0\nWireConnection;51;0;44;0\nWireConnection;50;0;43;0\nWireConnection;49;0;42;0\nWireConnection;48;0;41;0\nWireConnection;39;0;40;0\nWireConnection;41;0;18;0\nWireConnection;42;0;17;0\nWireConnection;43;0;21;0\nWireConnection;44;0;22;0\nWireConnection;0;0;38;0\nWireConnection;38;0;20;0\nWireConnection;38;1;39;0\nWireConnection;38;2;48;0\nWireConnection;38;3;49;0\nWireConnection;38;4;50;0\nWireConnection;38;5;51;0\nWireConnection;38;6;52;0\nWireConnection;38;7;53;0\nWireConnection;38;8;54;0\nWireConnection;38;9;55;0\nWireConnection;55;0;56;0\nWireConnection;26;0;15;0\nWireConnection;56;0;26;0\nWireConnection;47;0;25;0\nWireConnection;46;0;24;0\nWireConnection;45;0;23;0\nASEEND*/\n//CHKSM=547EA4439F5559D152A1032066637637541500F4"
|
|
m_functionName:
|
|
m_description: 'Returns a Metal Reflectance value for a physically-based material. '
|
|
m_additionalIncludes:
|
|
m_additionalIncludes: []
|
|
m_outsideIncludes: []
|
|
m_additionalPragmas:
|
|
m_additionalPragmas: []
|
|
m_outsidePragmas: []
|
|
m_additionalDirectives:
|
|
m_validData: 0
|
|
m_isDirty: 0
|
|
m_moduleName: ' Additional Directives'
|
|
m_independentModule: 1
|
|
m_customEdited: 0
|
|
m_additionalDirectives: []
|
|
m_shaderFunctionDirectives: []
|
|
m_nativeDirectives: []
|
|
m_nativeDirectivesIndex: -1
|
|
m_nativeDirectivesFoldout: 0
|
|
m_directivesSaveItems: []
|
|
m_nodeCategory: 5
|
|
m_headerStyle: 1
|
|
m_headerColor: {r: 0.7529412, g: 0.6784314, b: 0, a: 1}
|
|
m_customNodeCategory: ASE Light
|
|
m_previewPosition: 0
|
|
m_hidden: 0
|
|
m_url:
|