forked from BilalY/Rasagar
1.1 KiB
1.1 KiB
Linear Blend Skinning Node
Description
This node lets you apply Linear Blend Vertex Skinning, and only works with the Entities Graphics package. You must provide skinned matrices in the _SkinMatrices
buffer. The node uses the _SkinMatrixIndex
property to calculate where the matrices associated with the current mesh are located in the _SkinMatrices
buffer.
Ports
Name | Direction | Type | Stage | Description |
---|---|---|---|---|
Position | Input | Vector3 | Vertex | Position of the vertex in object space. |
Normal | Input | Vector3 | Vertex | Normal of the vertex in object space. |
Tangent | Input | Vector3 | Vertex | Tangent of the vertex in object space. |
Position | Output | Vector3 | Vertex | Outputs the skinned vertex position. |
Normal | Output | Vector3 | Vertex | Outputs the skinned vertex normal. |
Tangent | Output | Vector3 | Vertex | Outputs the skinned vertex tangent. |