Reflection Probe Node
Note
The Reflection Probe node is deprecated. Use the Custom Function node instead to replicate the generated code example.
Description
Provides access to the nearest Reflection Probe to the object. Requires Normal and View Direction to sample the probe. You can achieve a blurring effect by sampling at a different Level of Detail using the LOD input.
Note: The behavior of this Node is undefined globally. Shader Graph does not define the function of the node. Instead, each Render Pipeline defines what HLSL code to execute for this Node.
Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A Node might be defined in one Render Pipeline and undefined in the other. If this Node is undefined, it returns 0 (black).
Unity Render Pipelines Support
- Universal Render Pipeline, if you use the Forward or Deferred rendering path. If you use the Forward+ or Deferred+ rendering path, the node returns the skybox instead of the nearest reflection probe.
The High Definition Render Pipeline does not support this Node.
Ports
| Name | Direction | Type | Binding | Description |
|---|---|---|---|---|
| View Dir | Input | Vector 3 | View Direction (object space) | Mesh's view direction |
| Normal | Input | Vector 3 | Normal (object space) | Mesh's normal vector |
| LOD | Input | Float | None | Level of detail for sampling |
| Out | Output | Vector 3 | None | Output color value |
Generated Code Example
The following example code represents one possible outcome of this node.
void Unity_ReflectionProbe_float(float3 ViewDir, float3 Normal, float LOD, out float3 Out)
{
Out = SHADERGRAPH_REFLECTION_PROBE(ViewDir, Normal, LOD);
}