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Why emission rather than albedo?

PostPosted: Wed Aug 08, 2018 2:00 am
by AndrewMyriad
Hi, I'm quite new to Amplify and shaders in general but really enjoying playing around with the plugin in Unity and exploring different effects.

One thing I've noticed in quite a lot of tutorials and examples I've seen the effects are almost always plugged into the emission channel rather than albedo, even though the examples aren't really dealing with creating ambient light or anything like that. I was just wondering why that is?

Thanks!

Re: Why emission rather than albedo?

PostPosted: Wed Aug 08, 2018 8:23 am
by Amplify_Borba
Hello Andrew, thank you for getting in touch and for your support!

Most of our node setup samples in the wiki are geared towards assisting users in understanding how exactly the node itself works, and the reason why we connect them to the emission is because we also have the Light Model set to Unlit so that the effect can be observed regardless of the lighting conditions in the scene.

This, of course, does not mean they are meant to be used in the way that we've set them up, for more practical cases we provide over 60+ samples with the ASE package that you can examine and modify at your own leisure!

Please let me know if you have any further questions, thanks!

Re: Why emission rather than albedo?

PostPosted: Thu Aug 09, 2018 12:33 am
by AndrewMyriad
Thanks for the response! That makes a lot of sense. :)

Re: Why emission rather than albedo?

PostPosted: Thu Aug 09, 2018 8:33 am
by Amplify_Borba
No problem, please let us know if you have any further questions, we'll be happy to help!