Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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Math Nodes
Advanced
Absolute |
Exponential |
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Returns the absolute value of input In. |
Returns the exponential value of input In. |
Length |
Log |
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Returns the length of input In. |
Returns the logarithm of input In. |
Modulo |
Negate |
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Returns the remainder of input A divided by input B. |
Returns the inverse value of input In. |
Normalize |
Posterize |
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Returns the normalized vector of input In. |
Returns the input In converted into a number of values defined by input Steps. |
Reciprocal |
Reciprocal Square Root |
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Returns the result of 1 divided by input In. |
Returns the result of 1 divided by the square root of input In. |
Basic
Add |
Divide |
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Returns the sum of the two input values. |
Returns the result of input A divided by input B. |
Multiply |
Power |
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Returns the result of input A multiplied by input B. |
Returns the result of input A to the power of input B. |
Square Root |
Subtract |
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Returns the square root of input In. |
Returns the result of input A minus input B. |
Derivative
DDX |
DDXY |
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Returns the partial derivative with respect to the screen-space x-coordinate. |
Returns the sum of both partial derivatives. |
DDY |
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Returns the partial derivative with respect to the screen-space y-coordinate. |
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Interpolation
Inverse Lerp |
Lerp |
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Returns the parameter that produces the interpolant specified by input T within the range of input A to input B. |
Returns the result of linearly interpolating between input A and input B by input T. |
Smoothstep |
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Returns the result of a smooth Hermite interpolation between 0 and 1, if input In is between inputs Edge1 and Edge2. |
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Matrix
Range
Clamp |
Fraction |
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Returns the input In clamped between the minimum and maximum values defined by inputs Min and Max respectively. |
Returns the fractional (or decimal) part of input In; which is greater than or equal to 0 and less than 1. |
Maximum |
Minimum |
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Returns the largest of the two inputs values A and B. |
Returns the smallest of the two inputs values A and B. |
One Minus |
Random Range |
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Returns the result of input In subtracted from 1. |
Returns a pseudo-random number that is between the minimum and maximum values defined by inputs Min and Max. |
Remap |
Saturate |
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Remaps the value of input In from between the values of input Out Min Max to between the values of input In Min Max. |
Returns the value of input In clamped between 0 and 1. |
Round
Ceiling |
Floor |
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Returns the smallest integer value, or whole number, that is greater than or equal to the value of input In. |
Returns the largest integer value, or whole number, that is less than or equal to the value of input In. |
Round |
Sign |
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Returns the value of input In rounded to the nearest integer, or whole number. |
Returns -1 if the value of input In is less than zero, 0 if equal to zero and 1 if greater than zero. |
Step |
Truncate |
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Returns 1 if the value of input In is greater than or equal to the value of input Edge, otherwise returns 0. |
Returns the integer, or whole number, component of the value of input In. |
Trigonometry
Arccosine |
Arcsine |
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Returns the arccosine of each component the input In as a vector of equal length. |
Returns the arcsine of each component the input In as a vector of equal length. |
Arctangent |
Arctangent2 |
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Returns the arctangent of the value of input In. Each component should be within the range of -Pi/2 to Pi/2. |
Returns the arctangent of the values of both input A and input B. |
Cosine |
Degrees to Radians |
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Returns the cosine of the value of input In. |
Returns the value of input In converted from degrees to radians. |
Hyperbolic Cosine |
Hyperbolic Sine |
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Returns the hyperbolic cosine of input In. |
Returns the hyperbolic sine of input In. |
Hyperbolic Tangent |
Radians to Degrees |
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Returns the hyperbolic tangent of input In. |
Returns the value of input In converted from radians to degrees. |
Sine |
Tangent |
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Returns the sine of the value of input In. |
Returns the tangent of the value of input In. |
Vector
Cross Product |
Distance |
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Returns the cross product of the values of the inputs A and B. |
Returns the Euclidean distance between the values of the inputs A and B. |
Dot Product |
Fresnel Effect |
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Returns the dot product, or scalar product, of the values of the inputs A and B. |
Fresnel Effect is the effect of differing reflectance on a surface depending on viewing angle, where as you approach the grazing angle more light is reflected. |
Projection |
Reflection |
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Returns the result of projecting the value of input A onto a straight line parallel to the value of input B. |
Returns a reflection vector using input In and a surface normal Normal. |
Rejection |
Rotate About Axis |
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Returns the result of the projection of the value of input A onto the plane orthogonal, or perpendicular, to the value of input B. |
Rotates the input vector In around the axis Axis by the value of Rotation. |
Projection |
Rejection |
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Returns the result of projecting the value of input A onto a straight line parallel to the value of input B. |
Returns the result of the projection of the value of input A onto the plane orthogonal, or perpendicular, to the value of input B. |
Sphere Mask |
Transform |
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Creates a sphere mask originating from input Center. |
Returns the result of transforming the value of input In from one coordinate space to another. |
Wave
Noise Sine Wave |
Sawtooth Wave |
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Returns the sine of the value of input In. For variance, random noise is added to the amplitude of the sine wave. |
Returns a sawtooth wave from the value of input In. |
Matrix Split |
Matrix Transpose |
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Splits a square matrix defined by input In into vectors. |
Returns the transposed value of the matrix defined by input In. |
Noise Sine Wave
Sawtooth Wave
Square Wavve
Triangle Wave