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DOCG-7438 Improve Emission node docs
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# Emission Node
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# Emission node
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The Emission Node allows you to apply emission in your Shader Graph.
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The Emission node outputs a color that makes a material appear as a visible source of light.
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## Render pipeline compatibility
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| **Node** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** |
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| -------- | ----------------------------------- | ------------------------------------------ |
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| Emission | No | Yes |
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The Emission node is compatible only with the High Definition Render Pipeline (HDRP).
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## Ports
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| Name | Direction | Type | Description |
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| :------------ | :-------- | :------------- | :----------------------------------------------------------- |
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| **color** | Input | LDR Color(RGB) | Sets the low dynamic range (LDR) color of the emission. |
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| **intensity** | Input | Float | Sets the intensity of the emission color. |
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| **output** | Output | HDR Color(RGB) | Outputs the high dynamic range (HDR) color that this Node produces. |
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| **Name** | **Direction** | **Type** | **Description** |
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|-|-|-|-|
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| **Color** | Input | Low dynamic range (LDR) RGB color | Sets the low dynamic range (LDR) color to make emissive. |
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| **Intensity** | Input | Float | Sets the intensity of the emission of the output color. |
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| **Exposure Weight** | Input | Float | Sets how much the [exposure](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Override-Exposure.html) of the scene affects emission. The range is between 0 and 1. A value of 0 means that exposure does not affect this part of the emission. A value of 1 means that exposure fully affects this part of the emission. |
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| **Output** | Output | High dynamic range (HDR) RGB color | The emissive color. |
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## Notes
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## Properties
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### Emission Unit
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| **Name** | **Description** |
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|-|-|
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| **Intensity Unit** | Sets the unit of the **Intensity** property. For more information, refer to [Understand physical light units](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Physical-Light-Units.html). The options are: <ul><li>**Nits**: Sets the units as nits, which is a measure of luminance, the surface power of a light source.</li><li>**EV100**: Sets the units as EV<sub>100</sub>, which is a measure of exposure value.</li></ul> |
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| **Normalize Color** | Adjusts the intensity of the input color so the red, green, and blue values look similar. As a result, colors are more balanced in the **Output**. |
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You can use two [physical light units](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Physical-Light-Units.html) to control the strength of the emission:
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## Generated code example
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* [Nits](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Physical-Light-Units.html%23Nits).
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* [EV<sub>100</sub>](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Physical-Light-Units.html%23EV).
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```hlsl
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float3 Unity_HDRP_GetEmissionHDRColor_float(float3 ldrColor, float luminanceIntensity, float exposureWeight)
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{
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// Convert the LDR color. This line is generated only if Normalize Color is enabled.
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ldrColor = ldrColor * rcp(max(Luminance(ldrColor), 1e-6));
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float3 hdrColor = ldrColor * luminanceIntensity;
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float inverseExposureMultiplier = GetInverseCurrentExposureMultiplier();
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hdrColor = lerp(hdrColor * inverseExposureMultiplier, hdrColor, exposureWeight);
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return hdrColor;
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}
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```
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### Exposure Weight
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You can use Exposure Weight to determine how exposure affects emission. It is a value between **0** and **1** where. A value of **0** means that exposure does not effect this part of the emission. A value of **1** means that exposure fully affects this part of the emission.
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## Additional resources
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- [Add light emission to a material](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterEmission.html)

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