Product Page  Included Shaders  Manual  Shader Functions  Tutorials  API  Shader Templates  Scriptable Rendering Pipeline  Nodes  Community Nodes
Available Node Categories
Camera And Screen
Constants And Properties
Functions
Image Effects
Light
Logical Operators
Math Operators
Matrix Operators
Matrix Transform
Miscellaneous
Object Transform
Surface Data
Textures
Time
Trigonometry Operators
UV Coordinates
Vector Operators
Vertex Data
Camera And Screen
Camera Depth Fade

Outputs a 0  1 gradient representing the distance between the surface of this object and camera near plane

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Screen Depth

Given a screen postion returns the depth of the scene to the object as seen by the camera

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Screen Position

Screen space position, you can either get the Screen position as is or Normalize it to have it at the [0,1] range

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View Dir

View direction vector, you can select between World space or Tangent space

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Constants And Properties
Global Array

The node returns a value from a global array, which you can configure by entering the name of the array in the node's settings.

( originally by Johann van Berkel ) Learn More


Tau

Tau constant (2*PI): 6.28318530718

( originally by The Four Headed Cat  @fourheadedcat ) Learn More


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Functions
Function Output

Function Output adds an output port to the shader function, it's port type is determined automatically.

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Image Effects
Grayscale

Convert image colors to grayscale

( originally by The Four Headed Cat  @fourheadedcat ) Learn More


Posterize

Converts a continuous gradation of tones to multiple regions of fewer tones

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Light
Light Color

Light Color, RGB value already contains light intensity while A only contains light intensity

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Logical Operators
Compare (A < B)

Check if A is lower than B. If true return value of True else return value of False

( originally by The Four Headed Cat  @fourheadedcat ) Learn More


Compare (A = B)

Check if A is equal to B. If true return value of True else return value of False

( originally by The Four Headed Cat  @fourheadedcat ) Learn More


Compare (A > B)

Check if A is greater than B. If true return value of True else return value of False

( originally by The Four Headed Cat  @fourheadedcat ) Learn More


Compare (A ≠ B)

Check if A is not equal to B. If true return value of True else return value of False

( originally by The Four Headed Cat  @fourheadedcat ) Learn More


Compare (A ≤ B)

Check if A is lower than or equal to B. If true return value of True else return value of False

( originally by The Four Headed Cat  @fourheadedcat ) Learn More


Compare (A ≥ B)

Check if A is greater than or equal to B. If true return value of True else return value of False

( originally by The Four Headed Cat  @fourheadedcat ) Learn More


Compare With Range

Check if A is in the range between Range Min and Range Max. If true return value of True else return value of False

( originally by The Four Headed Cat  @fourheadedcat ) Learn More


Toggle Switch

Relays, in compile time, the correct input port according to current analyzed subshader/pass

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Math Operators
Ceil

Smallest integer not less than a scalar or each vector component

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DDX

Approximate partial derivative with respect to windowspace X

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DDY

Approximate partial derivative with respect to windowspace Y

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Floor

Largest integer not greater than a scalar or each vector component

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Fmod

Floating point remainder of x/y with the same sign as x

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FWidth

Sum of approximate windowspace partial derivatives magnitudes

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Lerp

Linear interpolation of two scalars or vectors based on a weight

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Max

Maximum of two scalars or each respective component of two vectors

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Min

Minimum of two scalars or each respective component of two vectors

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Multiply

Multiplication of two or more values ( A * B * .. )
It also handles Matrices multiplication

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Remap

Remap value from old min  max range to new min  max range

( originally by The Four Headed Cat  @fourheadedcat ) Learn More


Smoothstep

Returns a smooth Hermite interpolation between 0 and 1, if input is in the range [min, max].

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Trunc

Largest integer not greater than a scalar or each vector component

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Matrix Operators
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Matrix Transform
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Miscellaneous
Billboard

Calculates new Vertex positions and normals to achieve a billboard effect.

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Register Local Var

Forces a local variable to be written with the given name. Can then be fetched at any place with a Get Local Var node.

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Object Transform
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Surface Data
Depth Fade

Outputs a 0  1 gradient representing the distance between the surface of this object and geometry behind

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World Normal

Per pixel world normal vector, accepts a Normal vector in tangent space (ie: normalmap)

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Textures
Texture Object

Represents a Texture Asset. Can be used in samplers Tex inputs or shader function inputs to reuse the same texture multiple times.

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Texture Sample

Samples a chosen texture and returns its color values, Texture and UVs can be overriden and you can select different mip modes and levels. It can also unpack and scale textures marked as normalmaps.

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Time
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Trigonometry Operators
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UV Coordinates
Pixelate UV

Pixelate Texture Modifying UV.

( originally by The Four Headed Cat  @fourheadedcat ) Learn More


Rotator

Rotates UVs or any Vector2 value from an Anchor point for a specified Time value

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Texture Coordinates

Texture UV coordinates set, if Tex is connected to a texture object it will use that texture scale factors, otherwise uses Tilling and Offset port values

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Vector Operators
Swizzle

Swizzle components of vector types

( originally by Tobias Pott  @TobiasPott ) Learn More


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Vertex Data
Face

Indicates whether the rendered surface is facing the camera (1), or facing away from the camera(1)

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Vertex Bitangent

Calculated bitangent vector in object space, can be used in both local vertex offset and fragment outputs. Already has tangent sign and object transform into account

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Vertex Normal

Vertex normal vector in object space, can be used in both local vertex offset and fragment outputs

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Vertex Position

Vertex position vector in object space, can be used in both local vertex offset and fragment outputs

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Vertex Tangent

Vertex tangent vector in object space, can be used in both local vertex offset and fragment outputs

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Vertex Tangent Sign

Vertex tangent sign in object space, return the W value of tangent vector that contains only the sign of the tangent

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