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Effects Breakdown

Every node in the asset, grouped exactly as it appears in the Shader Graph search menu under AllIn1Nodes. Amplify Shader Editor ships the same library under categories prefixed with AllIn1ShaderNodes -, and where a node carries a different name there it is noted under the entry.

The values in brackets are the Shader Graph defaults. Amplify ships its own defaults for the same effects and they are not always the same number, so read the brackets as a starting point rather than a contract. Any input you leave unconnected uses its default, which is why most nodes look right the moment you drop them in.

Every node is listed once, and the few that exist in only one of the two editors say so.

They all take an Input Alpha and return a modified alpha, so they chain into each other and end at the Alpha output of your master node.

  1. Alpha Mask: Makes parts of the result transparent using a mask texture. White areas keep their original opacity, black areas become fully invisible, and Mask Power controls how sharp the transition is.
    • Data in: UV, Input Alpha
    • Parameters: Mask Texture, Tiling (1, 1), Mask Power (1)
  2. Alpha Remap: Remaps the alpha to a custom range. Step Min and Step Max define the new bounds and everything in between gets interpolated.
    • Data in: Input Alpha
    • Parameters: Step Min (0), Step Max (1)
  3. Alpha Round: Rounds the alpha to fully opaque or fully transparent, with no values in between.
    • Data in: Input Alpha
  4. Fade - Burn: Creates a dissolve effect using a noise texture, with glowing burn edges around the dissolve border. Animate Fade Amount from 0 to 1 to play it.
    • Data in: UV, Input Alpha, Input RGB
    • Parameters: Fade Power (1), Fade Amount (0), Fade Transition (0.2), Burn Width (0.01), Burn Color (1, 1, 0, 1), Fade Tex, Tiling (1, 1)
    • In Amplify Shader Editor this node is called Fade Burn
  5. Fade - Classic: The same dissolve without the burn edges. It reads the Fade Tex to decide which pixels disappear first, so the texture you plug in is what shapes the dissolve.
    • Data in: UV, Input Alpha
    • Parameters: Fade Power (1), Fade Amount (0), Fade Transition (0.2), Fade Tex, Tiling (0, 0)
    • In Amplify Shader Editor this node is called Fade
  6. Fade By Cam Distance - Far Fade: Gradually fades the object out as the camera gets further away, between the min and max distances.
    • Data in: World Position, Input Alpha
    • Parameters: Min Distance To Fade (0), Max Distance To Fade (100)
  7. Fade By Cam Distance - Near Fade: Fades the object when the camera gets too close, which avoids clipping and makes for smooth close-up transitions.
    • Data in: World Position, Input Alpha
    • Parameters: Min Distance To Fade (0), Max Distance To Fade (100)
  8. Intersection Fade: Fades the result where the mesh gets close to other geometry that writes to the depth buffer. Great for blending objects into floors and walls. Needs the Scene Depth Diff node as its depth input.
    • Data in: Input Alpha
    • Parameters: Intersection Fade Factor (1)
  9. Soft Particles: The same effect as Intersection Fade under the name particle users expect, with the factor named Soft Factor. Both run identical math, so pick whichever name fits your graph.
    • Data in: Input Alpha
    • Parameters: Soft Factor (1)

The largest group. Each one takes a color in and returns the modified color, so they stack in any order you like.

  1. Albedo Vertex Color - Multiply: Multiplies the input color with the mesh vertex colors, useful for adding variation or tinting to hand-painted meshes.
    • Data in: Input Color
    • Parameters: Blending (1)
  2. Albedo Vertex Color - Replace: Replaces the input color with the mesh vertex colors, ignoring the texture color completely.
    • Data in: Input Color
    • Parameters: Blending (1)
  3. Chromatic Aberration: Separates the RGB channels to create a color fringing effect, simulating lens distortion or adding a glitchy look.
    • Data in: Input Color, UV
    • Parameters: Aberration Amount (1), Aberration Alpha (0.4), Tex
  4. Color Ramp: Maps the luminosity of the input color to a gradient texture, which gives you complete palette control. Build the ramp texture with the Color Gradient Creator in the Asset Window.
    • Data in: Input Color
    • Parameters: Luminosity (0), Tiling (1), Scroll Speed (0), Blend (1), Ramp Tex
  5. Contrast Brightness: Adjusts the contrast and the brightness of the input color with two simple controls.
    • Data in: Input Color
    • Parameters: Contrast (1.5), Brightness (0)
  6. Glow: Overexposes the RGB so the material responds to post-processing Bloom. You need Bloom in your post-processing stack to get the halo.
    • Data in: Input Color
    • Parameters: Glow (10), Glow Color (1, 1, 1, 1), Glow Global (1)
  7. Glow Tex: Glow driven by a texture mask, so only the parts you paint emit light.
    • Data in: Input Color, UV
    • Parameters: Glow (10), Glow Color (1, 1, 1, 1), Glow Global (1), Glow Tex
    • Shader Graph only. In ASE, mask the Glow node yourself.
  8. Greyscale: Removes color information while keeping luminosity, with an optional tint for stylized monochrome looks.
    • Data in: Input Color - RGB
    • Parameters: Luminosity (0), Tint Color (1, 1, 1, 1), Blend (1)
  9. Height Gradient: Blends two colors based on height, in world or local space depending on the position you feed it. Useful for terrain, buildings and vertical color variation.
    • Data in: Position (World or Local), Input Color
    • Parameters: Min Height (0), Max Height (0.75), Gradient Color 01 (0.2, 0.2, 0.2, 1), Gradient Color 02 (1, 1, 1, 1)
  10. Highlights: Creates customizable glossy highlights on the surface, simulating specular reflections without a full lighting model.
    • Data in: View Direction - World Space, Normal - World Space, Input Color - RGB
    • Parameters: Highlight Offset (0, 0, 0, 0), Cutoff (0.5), Smoothness (0.5), Highlights Color (2, 2, 2, 1), Highlights Strength (1)
  11. Hit: Blends a color on top of the result, the classic damage flash. Animate the Blend input to play it.
    • Data in: Input Color
    • Parameters: Hit Color (1, 1, 1, 1), Glow (5), Blend (1)
  12. Hologram: A sci-fi hologram with animated scan lines and transparency fluctuations. Every part of the pattern is exposed, from line spacing to accent speed.
    • Data in: World Position, Input Color
    • Parameters: Line Direction (0, 1, 0, 0), Frequency (20), Scroll Speed (2), Line Center (0.5), Line Spacing (2), Line Smoothness (2), Base Alpha (0.1), Accent Frequency (2), Accent Speed (1), Alpha (1), Accent Alpha (0.5), Hologram Color (1.25, 2.8, 6.8, 1)
  13. Hue Shift: Rotates colors around the color wheel, with saturation and brightness on top. The cheapest way to get palette variants out of one texture.
    • Data in: Input Color
    • Parameters: Hue Shift (0), Hue Saturation (1), Hue Brightness (1)
  14. Luminosity: Brightens or darkens the result. It takes only the color, everything else is in the value you feed it.
    • Data in: Input Color
  15. Matcap - Normal OS: Uses a spherical environment map in object space to fake complex lighting at almost no cost. The look rotates with the object.
    • Data in: Normal - Object Space, Local Position, Input Color
    • Parameters: Matcap Intensity (1), Matcap Tex, Matcap Blend (1)
  16. Matcap - Normal WS: The same matcap in world space, so the lighting stays consistent no matter how the object is oriented.
    • Data in: Local Position, Input Color, Normal - World Space
    • Parameters: Matcap Intensity (1), Matcap Tex, Blend (1)
  17. Negative: Inverts the colors, with an amount so you can blend towards the negative rather than jumping to it.
    • Data in: Input Color
    • Parameters: Negative Amount (1)
  18. Posterize: Reduces the number of colors to create a banded or cel-shaded look.
    • Data in: Input Color - RGB
    • Parameters: Gamma (0.75), Num Colors (8)
  19. Rim: Edge highlighting visible at grazing angles, also known as fresnel. Perfect for energy shields, glass and backlit effects.
    • Data in: View Direction - World Space, Normal - World Space, Input Color - RGB
    • Parameters: Rim Offset (0, 0, 0, 0), Min Rim (0), Max Rim (1), Attenuation (1), Rim Color (1, 1, 1, 1)
  20. Shine: An animated light sweep across the surface, often used for UI and item highlights. Shine Location is the property you animate.
    • Data in: Input Color, UV
    • Parameters: Shine Color (1, 1, 1, 1), Shine Location (0.5), Rotate (0), Width (0.1), Glow (1), Shine Mask
  21. Sprite Outline: Adds an outline around a sprite, with width, color, alpha and glow. Needs the Texel Size node so it knows how big a pixel is.
    • Data in: Input Color, Texel Size, UV
    • Parameters: Tex, Outline Color (1, 1, 1, 1), Outline Alpha (1), Outline Glow (1.5), Outline Width (0.004)
  22. Subsurface Scattering: Simulates light scattering through translucent materials like skin, wax, leaves or fabric. Look at the object from the opposite side of the light source to see it.
    • Data in: UV, View Direction - World Space, Normal - World Space, Input Color
    • Parameters: Normal Influence (0.5), Power (1), Front Power (3), Front Atten (0.3), Atten (1), Color (1, 1, 1, 1), SSS Map

Two procedural gradients that blend over the color you feed them.

  1. Gradient: A four-corner gradient blended over the input color, with a boost per axis.
    • Data in: Input Color, UV
    • Parameters: Top Left Color (1, 0, 0, 1), Top Right Color (1, 1, 0, 1), Bottom Left Color (0, 0, 1, 1), Bottom Right Color (0, 1, 0, 1), Boost X (1.2), Boost Y (1.2), Blend (0.5), Tiling and Offset (1, 1, 0, 0)
  2. Gradient - Radial: A radial gradient blended over the input color, from the center outwards.
    • Data in: Input Color, UV, Texel Size
    • Parameters: Top Left Color (1, 0, 0, 1), Bottom Left Color (0, 0, 1, 1), Boost X (1.2), Blend (0.5), Tiling and Offset (1, 1, 0, 0)
    • In Amplify Shader Editor this node is called Gradient Radial

These operate on texture coordinates instead of colors. Chain them and sample your texture with the final result.

  1. Distortion UV: Warps the UVs using a noise texture, which gives you heat haze, underwater distortion or psychedelic warping. Scrolls over time on both axes.
    • Data in: Input UV
    • Parameters: Speed X (0.25), Speed Y (0.25), Distort Amount (0.3), Tex
    • In Amplify Shader Editor this node is called UV Distortion
  2. Fish Eye UV: Fish eye lens distortion, bulging the center outwards.
    • Data in: Input UV
    • Parameters: Fish Eye Amount (0.35), Tiling and Offset (1, 1, 0, 0)
  3. Hand Drawn: Jitters the UVs frame by frame to imitate the wobble of hand-drawn animation.
    • Data in: Input UV
    • Parameters: Speed (5), Hand Drawn Amount (10)
  4. Pinch UV: Pulls the UVs towards or away from the center.
    • Data in: Input UV
    • Parameters: Pinch Amount (0.35), Tiling and Offset (1, 1, 0, 0)
  5. Pixelate: Snaps the UVs to a grid for a pixel art or low-resolution retro look. Needs the Texel Size node.
    • Data in: Input UV, Texel Size
    • Parameters: Pixelate Size (32)
  6. Round Wave UV: Distorts the UVs with a circular wave travelling out from the center.
    • Data in: UV, Texel Size
    • Parameters: Wave Speed (0.5), Wave Strength (0.5), Tiling and Offset (1, 1, 0, 0)
  7. Screen Space UV: Uses screen coordinates instead of the model UVs, which gives you see-through and portal effects. Scale With Camera Distance keeps the texture size stable as you move.
    • Data in: Input UV, Vertex WS
    • Parameters: Scale With Camera Distance (0)
    • Shader Graph only.
  8. Scroll Texture: Scrolls the texture in X and Y at the speed you set.
    • Data in: Input UV
    • Parameters: Scroll Texture X (1), Scroll Texture Y (1)
  9. Stochastic Sampling: Breaks up visible tiling by sampling the texture with a randomized offset. The fix for repeating ground and wall textures.
    • Data in: Input UV
    • Parameters: Tex, Stochastic Scale (3.464), Stochastic Skew (0.57735)
  10. Twist UV: Twists the UVs around a center point, with radius and amount.
    • Data in: Input UV
    • Parameters: Twist Amount (1), Twist Radius (0.75), Twist Pos X (0.5), Twist Pos Y (0.5), Tiling and Offset (1, 1, 0, 0)
  11. Wave UV: Distorts the UVs with a wave pattern for rippling or flowing effects.
    • Data in: Input UV
    • Parameters: Wave X (0), Wave Y (0.5), Wave Amount (7), Wave Speed (10), Wave Strength (7.5), Tiling (1, 1)
  12. Wind UV: Bends and sways the UVs over time, the grass and foliage movement effect.
    • Data in: Input UV
    • Parameters: Grass Wind (20), Grass Radial Bend (0.1), Grass Speed (2)
  13. Zoom UV: Scales the UVs to zoom into or out of the texture.
    • Data in: Input UV
    • Parameters: Zoom UV Amount (0.5), Tiling and Offset (1, 1, 0, 0)

These move vertices, so their output goes to the Position input of your master node and the graph needs a vertex stage.

  1. Glitch: Digital distortion artifacts on the mesh vertices, for sci-fi and horror effects.
    • Data in: Vertex Position
    • Parameters: Glitch Offset (-0.5, 0, 0, 0), Glitch World Space (1), Glitch Speed (2.5), Glitch Tiling (5), Glitch Amount (0.1)
  2. Vertex Distortion: Distorts the mesh following a noise texture, great for melting, warping and organic deformation.
    • Data in: Vertex Position, Normal Direction - Object Space
    • Parameters: Distortion Amount (0.2), Distortion Noise Tex, Tiling and Offset (1, 1, 0, 0), Distortion Noise Speed (0.25, 0.25)
  3. Vertex Inflate: Expands the mesh along its normals. Growth effects, power-ups, breathing.
    • Data in: Vertex Position, Normal - Object Space
    • Parameters: Min Inflate (0), Max Inflate (0.2), Inflate Blend (1)
  4. Vertex Shake: Adds random movement to the vertices for wobbling and vibration.
    • Data in: Vertex Position
    • Parameters: Shake Speed Mult (1), Shake Speed (41, 49, 45, 0), Shake Max Displacement (0.1, 0.1, 0.1, 0), Shake Blend (1)
  5. Vertex Voxel: Snaps vertices to a grid for a blocky, voxel-like look without touching the mesh.
    • Data in: Vertex Position
    • Parameters: Voxel Size (5), Voxel Blend (1)

These read the depth buffer, so your pipeline needs the Depth Texture enabled. See Setup and Render Pipelines.

  1. Intersection Glow: Adds glow where the mesh intersects other geometry, so contact points light up. Needs the Scene Depth Diff node as its depth input.
    • Data in: Input Alpha, Input RGB
    • Parameters: Depth Glow Dist (0.2), Depth Glow Power (25), Depth Glow Color Intensity (25), Depth Glow Global Intensity (2), Depth Glow Color (1, 0.987, 0.6, 1)
  2. Scene Depth Diff: Returns the distance between this pixel and whatever is already in the depth buffer behind it. It is the input the other depth nodes need, and it takes no parameters.

How a surface responds to direct light. Pick one, they are alternatives rather than a chain. All of them read the main directional light automatically, see Lighting Models.

  1. Diffuse - Classic: Standard Lambert diffuse. Light falls off with the angle between the normal and the light.
    • Data in: Normal - World Space
    • In Amplify Shader Editor this node is called Diffuse Classic
  2. Diffuse - FakeGI: A stylized diffuse that fakes bounced light, giving flatter and friendlier shading than Classic. Hardness controls the contrast.
    • Data in: Normal - World Space
    • Parameters: Hardness (0.75)
    • In Amplify Shader Editor this node is called Fake GI
  3. Diffuse - HalfLambert: Softer falloff than Classic. Wrap controls how far the light bends around the object, which keeps shaded areas readable.
    • Data in: Normal - World Space
    • Parameters: Wrap (0.5)
    • In Amplify Shader Editor this node is called Half Lambert
  4. Diffuse - Toon: Cel-shaded diffuse with a hard terminator. Toon Cutoff moves the light and dark split, Toon Smoothness softens it.
    • Data in: Normal - World Space
    • Parameters: Toon Cutoff (0.5), Toon Smoothness (0.5)
    • In Amplify Shader Editor this node is called Diffuse Toon
  5. Diffuse - ToonRamp: Cel shading driven by a ramp texture instead of a cutoff, so you paint the exact banding you want.
    • Data in: Normal - World Space
    • Parameters: Ramp Texture
    • In Amplify Shader Editor this node is called Diffuse Toon Ramp

Glossy highlights from the main light. Also alternatives to each other.

  1. Specular - Aniso: Anisotropic specular that stretches along the tangent direction, for brushed metal, hair and fabric. Needs the tangent and bitangent.
    • Data in: Normal WS, View Dir WS, TangentWS, BitangentWS
    • Parameters: Specular Atten (1), Anisotropy (0.45), AnisoShininess (0.85)
    • In Amplify Shader Editor this node is called Specular - Anisotropic
  2. Specular - Classic: Blinn-Phong specular, the standard glossy highlight. Glossiness sets how tight it is.
    • Data in: Normal WS, View Dir WS
    • Parameters: Glossiness (10), Specular Atten (1)
  3. Specular - Toon: A hard-edged stylized highlight for cel-shaded materials.
    • Data in: Normal WS, View Dir WS
    • Parameters: Glossiness (10), Specular Atten (1), ToonSmoothness (0), ToonCutoff (0)

Everything that is not direct light: reflections, ambient, occlusion and normal detail.

  1. AO Map: Applies an ambient occlusion texture, with strength, contrast and a tint color for the occluded areas.
    • Data in: UV
    • Parameters: AO Contrast (1), AO Map Strength (1), AO Color (0, 0, 0), AO Map
  2. Ambient Color: Returns the ambient and indirect lighting contribution for the surface, which is what you plug into the Ambient input of Full Light Model.
    • Data in: Normal - World Space
    • In Amplify Shader Editor this node sits under the Global Illumination category rather than Lighting Effects.
  3. Normal Map: Adds surface detail without adding geometry, by perturbing the normal used in the lighting. Needs the world space normal, tangent and bitangent.
    • Data in: Normal WS, UV, Bitangent WS, Tangent WS
    • Parameters: Normal Map Tex, Normal Strength (1)
  4. Reflections: Samples the environment reflection probe along the reflected view direction. Lod blurs the reflection, Reflections Atten controls how strong it is.
    • Data in: Normal WS, View Dir WS
    • Parameters: Reflections Atten (1), Lod (0)
    • In Amplify Shader Editor this node is called Reflections Classic
  5. Reflections Toon: The same environment reflection with a hard-edged, cel-shaded falloff for cartoon and anime looks.
    • Data in: Normal WS, View Dir WS
    • Parameters: Reflections Atten (1), Lod (1), Toon Factor (0)

The node that merges all the lighting components into a final lit color.

  1. Full Light Model: The hub node that merges diffuse, specular, reflections, ambient and occlusion into the final lit color. See Lighting Models for how to wire it.
    • Data in, neutral value when unconnected: Ambient (0, 0, 0), Object Color (1, 1, 1), Diffuse (1, 1, 1), Specular (0, 0, 0), Reflections (0, 0, 0), AO (1, 1, 1)

These generate a shape from UVs rather than modifying something you feed in.

  1. Circle Gradient: A circle with a soft falloff from the center outwards.
    • Data in: UV
    • Parameters: Size (1), Smooth (0.2), Center (0, 0)
  2. Circle SDF: A circle built with a signed distance field, so the edge stays clean at any scale. Cut Off controls the hardness.
    • Data in: UV
    • Parameters: Size (1), Cut Off (0.2), Center (0, 0)
    • In Amplify Shader Editor this node is called SDF Circle
  3. Procedural Grid: A repeating grid with configurable tiling and line thickness.
    • Data in: UV
    • Parameters: Tile Y (10), Tile X (10), Width Height (100, 100)
  4. Radial Pattern Lines: Lines radiating from the center like spokes on a wheel.
    • Data in: UV
    • Parameters: Rotation (0), Segments (20), Spacing (0.8), Line Width (0.65)
    • In Amplify Shader Editor this node is called Radial Pattern - Lines
  5. Radial Pattern Wedges: Wedge segments arranged radially around the center, like a pie chart.
    • Data in: UV
    • Parameters: Rotation (0), Segments (20), Spacing (0.8), Line Width (0.65)
    • In Amplify Shader Editor this node is called Radial Pattern - Wedges
  6. Square Gradient: A square with a soft falloff towards the edges.
    • Data in: UV
    • Parameters: SizeX (0.5), Edge Min (0.16), Edge Max (0.3), Center (0, 0), Smooth (2), SizeY (0)
  7. Square SDF: A square built with a signed distance field, with independent X and Y size and adjustable edges.
    • Data in: UV
    • Parameters: Size X (0.5), Edge Min (0.16), Edge Max (0.3), CutOff (0), Center (0, 0), Size Y (0.5)
    • In Amplify Shader Editor this node is called SDF Square

A helper rather than an effect.

  1. Texel Size: Returns the size of one texel of the texture you feed it. Pixelate and Sprite Outline both need it, and it saves you from hardcoding a resolution.
    • Parameters: Texture
    • Shader Graph only. ASE exposes texel size through its own built-in nodes.

One node, and it only exists in Amplify Shader Editor.

  1. Sprite Data: Fetches the texture assigned to the Sprite Renderer’s Sprite slot and the Color property of the Sprite Renderer component, so the shader uses the sprite and its tint straight from the component instead of from the material. It only works inside the Sprite Shader ASE template, see Amplify Shader Editor.

None of the nodes above fetch their own geometry data, you feed it to them. Both editors already provide it: in Shader Graph use the built-in Normal Vector, View Direction, Position, UV, Vertex Color and Time nodes, and in Amplify Shader Editor the All In 1 nodes create their own input ports with sensible defaults already applied. That default setup is part of why the ASE templates matter, outside them the defaults are not applied.