Unity's ShaderGraph node introduces math nodes

math

高级
	Absolute(绝对值)
	Exponential(幂)
	Length(长度)
	Log(对数)
	Modulo(余数)
	Negate(相反数)
	Normalize(标准化矢量)
	Posterize(量化)
	Reciprocal(1 除以输入)
	Reciprocal Square Root(1 除以输入 In 的平方根)
基本 (Basic.md)
	Add(输入值之和)
	Divide(输入 A 除以输入 B)
	Multiply(输入 A 乘以输入 B )
	Power(输入 A 为底数并以输入 B 为指数的幂运算)
	Square Root(输入 In 的平方根)
	Subtract(输入 A 减去输入 B )
导数
	DDX(屏幕空间 X 坐标的偏导数)
	DDXY(两个偏导数之和)
	DDY(屏幕空间 Y 坐标的偏导数)
插值
	Inverse Lerp(插值逆运算)
	Lerp(插值)
	Smoothstep(平滑插值)
矩阵
	Matrix Construction(四个输入矢量 M0、M1、M2 和 M3 构造矩阵)
	Matrix Determinant( In 定义的矩阵的行列式)
	Matrix Split( In 定义的方阵拆分为矢量)
	Matrix Transpose(In 定义的矩阵的转置值)
范围
	Clamp( In 在最小值和最大值之间钳制的结果)
	Fraction( In 的小数部分)
	Maximum(A 和 B 中的最大值)
	Minimum( A 和 B 中的最小值)
	One Minus(1 减去 In)
	Random Range(返回介于最小值和最大值之间伪随机数)
	Remap(重新映射)
	Saturate( 0 和 1 之间钳制)
取整
	Ceiling(向上取整)
	Floor(向下取整)
	Round(四舍五入)
	Sign(取正负1)
	Step( In >= Edge 则返回 1,否则返回 0)
	Truncate(返回整数部分)
三角函数
	Arccosine(反余弦值)
	Arcsine(反正弦值)
	Arctangent(反正切值)
	Arctangent2(反正切值2)
	Cosine(余弦值)
	Degrees To Radians(度转弧度)
	Hyperbolic Cosine(双曲余弦值)
	Hyperbolic Sine(双曲正弦值)
	Hyperbolic Tangent(双曲正切值)
	Radians To Degrees(弧度转度)
	Sine(正弦值)
	Tangent(正切值)
矢量
	Cross Product(叉乘)
	Distance(距离)
	Dot Product(点乘)
	Fresnel Effect(菲涅耳)
	Projection(平行投影)
	Reflection(反射)
	Rejection(垂直投影)
	Rotate About Axis(绕轴 Axis旋转)
	Sphere Mask(球体遮罩)
	Transform(空间变换)
	Noise Sine Wave(正弦波)
	Sawtooth Wave(锯齿波)

advanced

1. Returns the absolute value of the input In.
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2. Returns the power value of the input In.
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3. Return the length of the input In.
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4. Returns the logarithm of the input In.
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5. Returns the remainder of dividing input A by input B.
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6. Returns the inverse of the input In.
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7. Returns the normalized vector of the input In.
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8. Returns input In converted to multiple values ​​defined by input Steps.
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9. Returns the result of dividing 1 by the input In.
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10. Returns the result of dividing 1 by the square root of the input In.

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basic

1. Returns the sum of two input values.
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2. Returns the result of dividing input A by input B.
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3. Returns the result of multiplying input A by input B.
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4. Returns the result of the power operation with the input A as the base and the input B as the exponent.
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5. Returns the square root of the input In.
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6. Returns the result of subtracting input B from input A.

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Derivative

1. Returns the partial derivative relative to the screen space X coordinate.
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2. Returns the sum of the two partial derivatives.
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3. Returns the partial derivative relative to the screen space Y coordinate.

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interpolation

1. Returns the parameters that generate the interpolated value specified by input T within the range of input A to input B.
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2. Returns the result of linear interpolation between input A and input B according to input T.
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3. Returns a smooth Hermitian interpolation result between 0 and 1 if the input In is between the inputs Edge1 and Edge2.
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matrix

1. Construct a square matrix from the four input vectors M0, M1, M2, and M3.
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2. Returns the determinant of the matrix defined by the input In.
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3. Split the square matrix defined by the input In into vectors.
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4. Returns the transpose of the matrix defined by the input In.

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scope

1. Returns the result of clamping the input In between the minimum and maximum values ​​(defined by the inputs Min and Max, respectively).
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2. Return the fractional part of the input In; greater than or equal to 0 and less than 1.
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3. Returns the maximum of the two input values ​​A and B.
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4. Returns the minimum of the two input values ​​A and B.
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5. Returns the result of subtracting the input In from 1.
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6. Returns a pseudorandom number between the minimum and maximum values ​​(defined by the inputs Min and Max, respectively).
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7. Remap the value of input In from between the values ​​of input Out Min Max to between the values ​​of input In Min Max.

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8. Returns the value of input In clamped between 0 and 1.
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Rounding

1. Returns the smallest integer greater than or equal to the value of input In.
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2. Returns the largest integer less than or equal to the value of the input In.
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3. Returns the value of the input In rounded to the nearest integer.
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4. Returns -1 if the value of the input In is less than zero, 0 if equal to zero, and 1 if greater than zero.
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5. Returns 1 if the value of input In is greater than or equal to the value of input Edge, otherwise returns 0.
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6. Returns the integer part of the value entered at In.

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Trigonometric functions

1. Returns the arccosine of each component of the input In, as a vector of equal length.
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2. Returns the arcsine of each component of the input In, as a vector of equal length.
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3. Returns the arctangent of the value entered at In. Each component should be in the range -Pi/2 to Pi/2.
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4. Returns the arctangent of the input A and input B values.
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5. Returns the cosine of the value entered at In.
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6. Returns the value of the input In converted from degrees to radians.
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7. Returns the hyperbolic cosine of the input In.
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8. Returns the hyperbolic sine of the input In.
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9. Returns the hyperbolic tangent of the input In.
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10. Returns the value of input In converted from radians to degrees.
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11. Returns the sine of the value at input In.
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12. Returns the tangent of the value entered at In.
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vector

1. Returns the difference product of the values ​​of input A and input B.
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2. Returns the Euclidean distance between the values ​​of input A and input B.
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3. Returns the dot or scalar product of the input A and B values.
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4. Fresnel Effect (Fresnel Effect) is an effect that produces different reflectivity on the surface according to different viewing angles (the reflected light increases when approaching the grazing angle).
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4. Returns the result of projecting the value of input A onto a line parallel to the value of input B.
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5. Return the reflection vector using the input In and the surface normal Normal.
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6. Returns the result of projecting the value of input A onto a plane that is orthogonal or perpendicular to the value of input B.
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7. Rotate the input vector In around the axis Axis.
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8. Create a sphere mask from the input Center.
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9. Returns the result of transforming the value of the input In from one coordinate space to another.
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Wave

1. Returns a sine wave of the value of the input In. To represent variation, random noise is added to the amplitude of the sine wave.
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2. Returns a sawtooth wave from the value at input In.

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Origin blog.csdn.net/qq563129582/article/details/132166380