![]() If you multiply it, it will simply convert it or change the input of the node. Fortunately, Lens Studio doesn’t mind different types of data. Maybe you have already noticed that this Float Value node only outputs a data type called ‘x’ (and it is red instead of purple). The number can be chosen by the user from the Inspector panel.Īll “Parameter” nodes are green, which is an easy indicator that these get their information from the Inspector panel. The Float Parameter is a node that generates a number. (Don’t worry, this is as mathematical as this tutorial will get.) This node multiplies by 1 by default, which means nothing changes. You can hold shift and drag it on top of the line to make it connect automatically. ![]() Since they’re just numbers, you could multiply this texture by another number, which will change the brightness of the image.Īdd a Multiply node to this graph. The texture data is RGBA data – which is just 4 numbers: Red, Green, Blue, Alpha (=transparency). This gets the texture color information from the Inspector panel, and outputs that as the shader. This is what we’ve got so far: a texture, directly hooked up to a Shader node set to Post Effect. So the color red will be represented by a number (between 0 and 1 – 0 for no red, and 1 for 100% red), “Information”, in this context, means a number. They take information, do some mathematical operation on it, and pass it through to the next node. Most are simple mathematical operations (like Multiply or Add). But you can add any texture to this material you like.Īdd the Device Camera Texture, for instance, to get the camera input in your shader!Īs you can see when scrolling through the TAB list in the Graph Editor, there are a lot of nodes to choose from. If you look at the Screen Image back in your project panel, you’ll see there now is an option to add a texture!īy default, if there is no Texture added, this purple/black checkerboard is shown. In this case, the Texture 2D Parameter has the word “Parameter” in the name, which means it gets its information from the user through the Inspector panel. Make sure you always know what kind of information you’re putting into a node, and what you’re getting as a result! This explains the most important part of what nodes do:Ī node is a block that takes information (in this case a Color for each pixel, from the texture), it then does something with that information, and exports it for another node to use. If you click and drag one of the squares, you can connect it to the other. Place it somewhere in your graph.Īs you can see, the Texture node has a purple square on the right side (with the text ‘Color.rgba’), and the Shader node has one on the left side. This is where we are actually going to lay down the first node! Press TAB to add a new node, and search for “Texture 2D Parameter”. ![]() This will tell Lens Studio this material is not for 3D objects, but for Post Effects. For instance, we want to make the material display a texture we can choose in the Inspector.įirst, the Shader node needs to be set to “Post Effect” – click on it, then change the value in the list on the right side of the screen. You should place your nodes from left to right, so they connect to this Shader node at the end! A ‘node’ is one of these blocks you can drag around in the graph: You’ll see this material is not entirely empty – there already is a “Shader” node in it. Make it full screen, that’s the easiest way to keep oversight when working in this editor. To give this material something to do, go to Window > Panels > Shader Graph Editor.Ī new window will pop up. This is a completely empty material right now. You can’t even choose a texture.Īnd it only outputs a white color. If you drag this new material in the Screen Image’s ‘Material’ in the Inspector, it will show up with no options at all. Then, add a ‘Graph Empty’ material to your Resources. Make a “Screen Image” object in your Scene, and delete everything else: We’re going to build our own Post Effect in the Shader Graph editor, so we first need to have the basic Post Effect setup. I will get to the Shader Graph Editor in a few steps, but it’s good to see how to get there first.
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