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[9.x.x][Shader Graph] Master Stacks Documentation #721
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update node thumbs thru constant
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| # Block Node | ||
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| ## Description | ||
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| A Block is a specific type of Node for the Master Stack. A block represents a single piece of the fragment (or vertex) description data used in the final shader output. Some Block nodes are always available, while some may only be available with certain pipelines. | ||
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| Certain blocks are only compatible with specific Graph Settings. Blocks may become Active or Inactive based on the graph settings. | ||
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| Blocks cannot be cut, copied, or pasted. | ||
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| ## Adding and Removing Block Nodes | ||
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| New Block nodes can be added to a Context in the Master Stack by hovering over empty space in the Context and pressing space bar or right clicking and selecting “Create Node”. This will bring up the Create Node menu. | ||
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| This menu will contain only Block nodes valid for that context. Vertex blocks will not appear in the Create Node menu of the Fragment context. | ||
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| Selecting a block node from this menu will add it to the context. | ||
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| Selecting a block node entry in the context and pressing “Delete” or right clicking and selecting “Delete” will remove the block from the context. | ||
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| ### Automatically Add or Remove Blocks | ||
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| Blocks can also be added or removed from a context automatically based on the user’s Shader Graph Preferences. If `Automatically Add or Remove Blocks` is enabled, the required Block nodes for a certain Target or Material type will be added automatically. Any incompatible block nodes that have no connections and default values will be removed from the context automatically. | ||
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| If `Automatically Add or Remove Blocks` is disabled, no block nodes will ever be automatically added or removed. All required Block nodes must be added manually by the user based on the selected target and material settings. | ||
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| ## Active and Inactive Blocks | ||
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| Active block nodes are blocks that are being generated and contributing to the final shader. | ||
| Inactive block nodes are blocks that are present in the shader graph, but are not being generated or contributing to the final shader. | ||
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| Certain configurations of the graph settings may cause blocks to become active or inactive. This state will be displayed by greying-out the block nodes that are inactive, as well as any node stream that is _only_ connected to the inactive block node. | ||
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| # Built In Blocks | ||
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| ## Vertex Blocks | ||
| | | Name | Type | Binding | Description | | ||
| |:-----------|:----------------|:---------|:----------------------|:------------| | ||
| |  | Position | Vector 3 | Object Space Position | Defines the absolute object space vertex position per vertex.| | ||
| |  | Normal | Vector 3 | Object Space Normal | Defines the absolute object space vertex normal per vertex.| | ||
| |  | Tangent | Vector 3 | Object Space Tangent | Defines the absolute object space vertex tangent per vertex.| | ||
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| ## Fragment Blocks | ||
| | | Name | Type | Binding | Description | | ||
| |:-----------|:---------|:---------|:---------------------|:------------| | ||
| |  | Base Color | Vector 3 | None | Defines material's base color value. Expected range 0 - 1. | | ||
| |  | Normal (Tangent Space) | Vector 3 | Tangent Space Normal | Defines material's normal value in tangent space. | | ||
| |  | Normal (Object Space) | Vector 3| Object Space Normal | Defines material's normal value in object space. | | ||
| |  | Normal (World Space) | Vector 3 | World Space Normal | Defines material's normal value in world space. | | ||
| |  | Emission | Vector 3 | None | Defines material's emission color value. Expects positive values. | | ||
| |  | Metallic | Vector 1 | None | Defines material's metallic value where 0 is non-metallic and 1 is metallic. | | ||
| |  | Specular | Vector 3 | None | Defines material's specular color value. Expected range 0 - 1. | | ||
| |  | Smoothness | Vector 1 | None | Defines material's smoothness value. Expected range 0 - 1. | | ||
| |  | Ambient Occlusion | Vector 1 | None | Defines material's ambient occlusion value. Expected range 0 - 1. | | ||
| |  | Alpha | Vector 1 | None | Defines material's alpha value. Used for transparency and/or alpha clip. Expected range 0 - 1. | | ||
| |  | Alpha Clip Threshold | Vector 1 | None | Fragments with an alpha below this value will be discarded. Expected range 0 - 1. | |
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com.unity.shadergraph/Documentation~/Graph-Settings-Menu.md
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| # Graph Settings Menu | ||
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| ## Description | ||
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| Use the **Graph Settings** tab on [Graph Inspector](Internal-Inspector) to change settings that affect the Shader Graph as a whole. To open the **Graph Settings Menu**, click the **Graph Settings** tab of the Graph Inspector. If you do not see the Graph Inspector, press the **Graph Inspector** button on the [Shader Graph Title Bar](Shader-Graph-Window.md) to open it. | ||
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| ### Graph Settings Menu | ||
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| | Menu Item | Description | | ||
| |:----------|:------------| | ||
| | Precision | A [Precision Types](Precision-Types.md) dropdown that sets the precision for the entire graph. | | ||
| | Targets | A drop down with the available [Targets](Graph-Target) to select for the graph. By default, Nothing and Everything will be available. | | ||
| | Reorder data | A reorderable list of the selected targets. Changes the order in which the final data appears in the generated shader file.| | ||
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| Below the standard Settings Options, target-specific settings are displayed. These are dependent on the selected target. |
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| # Graph Target | ||
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| A Target determines the end point compatibility of the generated shader from a Shader Graph. Targets are selected for each Shader Graph asset. Targets can be changed via the [Graph Settings Menu](Graph-Settings-Menu). | ||
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| The Target holds information regarding the required generation format and variables for compatibility with different render pipelines or integration features like Visual Effects Graph. You can select as many or as few active targets as desired for each Shader Graph asset. Some targets or nodes on the graph may not be compatible with other selected targets, in which case an error with an explanation will display. | ||
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| Target Settings are specified by the selected target. Universal Target Settings and High Definition Target Settings may change. | ||
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| Typically, each target selected will generate a valid subshader from the graph. For example, a Shader Graph with both Universal and High Definition render pipelines selected will generate two subshaders. |
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