Sphere Mask Node
Description
Creates a sphere mask originating from input Center. The sphere is calculated using Distance and modified using the Radius and Hardness inputs. Sphere mask functionality works in both 2D and 3D spaces, and is based on the vector coordinates in the Coords input. These vector coordinates can either be 3D like world space position, or 2D like UV coordinates.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
Coords | Input | Dynamic Vector | None | Coordinate space input |
Center | Input | Dynamic Vector | None | Coordinates of the sphere origin |
Radius | Input | Vector 1 | None | Radius of the sphere |
Hardness | Input | Vector 1 | None | Soften falloff of the sphere |
Out | Output | Dynamic Vector | None | Output mask value |
Generated Code Example
The following example code represents one possible outcome of this node.
void Unity_SphereMask_float4(float4 Coords, float4 Center, float Radius, float Hardness, out float4 Out)
{
Out = 1 - saturate((distance(Coords, Center) - Radius) / (1 - Hardness));
}