forked from BilalY/Rasagar
35 lines
1.9 KiB
Markdown
35 lines
1.9 KiB
Markdown
# Ambient Node
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## Description
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Provides access to the Scene's **Ambient** color values. When Environment Lighting Source is set to **Gradient** [Port](Port.md) **Color/Sky** returns the value **Sky Color**. When Environment Lighting Source is set to **Color** [Port](Port.md) **Color/Sky** returns the value **Ambient Color**. [Ports](Port.md) **Equator** and **Ground** always return the values **Equator Color** and **Ground Color** regardless of the current Environment Lighting Source.
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Note: Values of this [Node](Node.md) are only updated when entering Play mode or saving the current Scene/Project.
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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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| Color/Sky | Output | Vector 3 | None | Color (Color) or Sky (Gradient) color value |
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| Equator | Output | Vector 3 | None | Equator (Gradient) color value |
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| Ground | Output | Vector 3 | None | Ground (Gradient) 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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float3 _Ambient_ColorSky = SHADERGRAPH_AMBIENT_SKY;
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float3 _Ambient_Equator = SHADERGRAPH_AMBIENT_EQUATOR;
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float3 _Ambient_Ground = SHADERGRAPH_AMBIENT_GROUND;
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```
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