3.6 KiB
3.6 KiB
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.
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:
|
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);
}