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DOCG - General Bug Bash Aug 2025 PR
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Packages/com.unity.shadergraph/Documentation~/Eye-Index-Node.md

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## Description
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Provides access to the **Eye Index** when stereo rendering is enabled.
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Provides access to the **Eye Index** when stereo rendering is enabled. The **Eye Index** node outputs a value of `0` for the left eye and `1` for the right eye.
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## Ports
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Packages/com.unity.shadergraph/Documentation~/Fresnel-Effect-Node.md

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## Description
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**Fresnel Effect** is the effect of differing reflectance on a surface depending on viewing angle, where as you approach the grazing angle more light is reflected. The **Fresnel Effect** node approximates this by calculating the angle between the surface normal and the view direction. The wider this angle is, the greater the return value will be. This effect is often used to achieve rim lighting, common in many art styles.
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**Fresnel Effect** is the effect of differing reflectance on a surface depending on viewing angle, where as you approach the grazing angle more light is reflected. This effect is often used to achieve rim lighting, common in many art styles.
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The **Fresnel Effect** node approximates this by calculating the angle between the surface normal and the view direction. The output value is a floating-point number between `0` and `1`. This value represents the viewing angle relative to the surface and the Fresnel effect that is being calculated:
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**0**: The viewing angle is 0° from the surface normal, as if you are looking straight at the object.
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**1**: The viewing angle is 90° from the surface normal, as if you are looking along the surface or edge of the object.
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A low Fresnel value (output value of `0`) means the surface appears as if viewed from the front, with minimal rim highlighting. A high Fresnel value(`1`) means the surface appears as if viewed from the side, with a strong rim highlight.
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