mathematics – How to project a Matcap correctly in Amplify Shader Editor

Unity’s Amplify Shader Editor comes with an example of matcap nodes setup, however, the matcap projection in this example is incorrect.
As you can see the texture becomes distorted when it’s on de edges of the screen, that shouldn’t happen with a correct matcap:

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On the secoud image, this is how a matcap should look, without major distortions.

Does any expert in shaders knows the right way to project a matcap using the nodes? I’ve done my search and there is absolutelly no information about this around the internet, any response would add for this Shader documentation.
I’m extremelly in need that matcap works with this shader.

domains – How to point subdomain to AWS Amplify?

No, you can’t use different nameservers for different subdomains. The nameservers tell the internet where the DNS for a domain (including its subdomains) is hosted.

To point a subdomain to another server, here are a couple of methods.

In your hosting panel (e.g. cpanel) create the subdomain Then in DNS find the A Record for that and change the IP address to the IP address of the amplify server.

Alternatively, in DNS, create an A Record for the subdomain and set the IP address. Both methods have the same outcome.

You then must have set up on the target server.

Lighting – How can I amplify the light of a tiny white LED through a keyhole?

It depends on what you really need and what you really want.

You need a combination of exposure, such as aperture, shutter speed and sensitivity let you capture any image.

What you want comes from it and informs you of your choices.

  • How much noise is acceptable?
  • How much of the object should be turned on? (ie, is it acceptable for the object to be partially extinguished, if not, how much shade is acceptable?)
  • From what point of view is the object to be photographed?

I'm sure there are others, but what I mean is that you have a technical problem and a host of artistic interests that will cross each other.

My immediate thoughts are "Start exploring." Understand this. Determine the amount of light needed for the object to be lit a little as you imagine, then try again.

What I mean is that there are more things here than a quantity of light illuminating a scene. You can do a lot with high ISO settings, a single point of light and reflectors. The question is, what is acceptable to you?

And we have not even started talking about post-treatment!

Shader cross section for box delimitation with the help of amplify Shader in Unity

I'm trying to create a shader by amplifying a shader for a cube to cut the plane or any other mesh when it is cross-sectioned. I know that I should use the size, the rotation and the position for that, but exactly what to do with them that I do not know. Yup, that means I am new to shader amplification and also in shader programming. So please do not provide shader code because I have to make it customizable for the future. Help me amplify the shader nodes.

Currently, I have this effect, but I want to make it a base more delimited by specific limits not based on the plan.
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I do not want this effect but the box effect shown below. This has been achieved through the concept of ray scrolling, but I want to achieve this goal with Amplify Shader. Thank you for guiding me through this.

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This is what I have done so far with the amplification nodes where, based on normals, cue the mesh located above the plane.
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Amazon Web Services – React Router DOM Does Not Work Properly on Amplify AWS Console

I have deployed the reaction application on the Amplify console after their documentation. The site is deployed and working well, I can navigate using links, but when I try to land directly on a URL, I am redirected to my configured page 404.

Below is the code I'm using


And here's what my career looks like –

     } />

Here is the link to the application –