# Fresnel Equation Node ## Description The Fresnel Equation Node adds equations that affect Material interactions to the Fresnel Component. You can select an equation in the **Mode** dropdown. You can find Numerical values of refractive indices at [refractiveindex.info](https://refractiveindex.info/). ## Ports (Schlick) | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | f0 | Input | Vector{1, 2, 3} | None | Represente the reflection of the surface when we face typically 0.02-0.08 for a dielectric material. | | DotVector | Input | Float | None | The dot product between the normal and the surface. | | Fresnel | Output | same as f0 | None | Fresnel coefficient, which describe the amount of light reflected or transmitted. | ## Ports (Dielectric) | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | IOR Source | Input | Vector | None | The refractive index of the medium the light source originates in. | | IOR Medium | Input | Vector | None | The refractive index of the medium that the light refracts into. | | DotVector | Input | Float | None | The dot product between the normal and the surface. | | Fresnel | Output | same as f0 | None | The fresnel coefficient, which describe the amount of light reflected or transmitted. | ## Ports (DielectricGeneric) | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | IOR Source | Input | Vector | None | The refractive index of the medium the light source originates in. | | IOR Medium | Input | Vector | None | The refractive index of the medium that the light refracts into. | | IOR MediumK | Input | Vector | None | The refractive index Medium (imaginary part), or the medium causing the refraction. | | DotVector | Input | Float | None | The dot product between the normal and the surface. | | Fresnel | Output | same as f0 | None | Fresnel coefficient, which describe the amount of light reflected or transmitted. | ## Controls | Control | Description | |:---|:---| | **Mode** | Select an equation mode to affect Material interactions to the Fresnel Component. The options are:**Note:** if the **IORMediumK** value is 0, **DielectricGeneric** behaves in the same way as the **Dielectric** mode. | ## Generated Code Example The following example code represents one possible outcome of this node. ``` void Unity_FresnelEquation_Schlick(out float Fresnel, float cos0, float f0) { Fresnel = F_Schlick(f0, cos0); } void Unity_FresnelEquation_Dielectric(out float3 Fresnel, float cos0, float3 iorSource, float3 iorMedium) { FresnelValue = F_FresnelDielectric(iorMedium/iorSource, cos0); } void Unity_FresnelEquation_DielectricGeneric(out float3 Fresnel, float cos0, float3 iorSource, float3 iorMedium, float3 iorMediumK) { FresnelValue = F_FresnelConductor(iorMedium/iorSource, iorMediumK/iorSource, cos0); } ```