Nodes
ACos
Returns the arccosine of the value in radians.
ASin
Returns the arcsine of the value in radians.
ATan
Returns the arctangent of the value in radians.
ATan2
Returns the angle (in radians) formed by the horizontal offset X and vertical offset Y.
Abs
Returns the absolute (positive) value of the input.
Add
Returns the sum of the input values.
And
Returns 1 if both input values are non-zero, otherwise returns 0.
Blend ( Normal )
Combines two input colors using one of several Blend modes.
Bool Group Parameter
Adds a boolean group parameter to the material.
Bool Parameter
Adds a boolean parameter to the material.
Bool Value
Returns a predefined boolean value.
Camera Aspect
Aspect ratio (width / height) of the camera.
Camera Direction
Direction vector that the camera is facing.
Camera Facing Ratio
Ratio, from 0 to 1, that this surface is facing the camera.
Camera Far
Far plane distance of the camera.
Camera Near
Near plane distance of the camera.
Camera Position
World position of the camera.
Camera Right
Camera’s right facing direction vector.
Camera Up
Camera’s up facing direction vector.
Ceil
Returns the input value rounded up to the next largest whole number.
Clamp
Clamps the value within a minimum and maximum range.
Color Parameter
Adds a color parameter to the material.
Color Value
Returns a predefined color value.
Combine
Combines multiple input values into a single output value.
Combine Normals
Averages multiple normal vectors using input strengths as weights.
Conditional
Returns the False input if the passed in value is 0, otherwise returns the True input.
Cos
Returns the cosine of the Radians input angle.
Cross
Returns the cross product of the input vectors.
Custom Sub-Graph Node
Encapsulates a group of nodes into a single node with exposed imports and exports.
DDX
Computes the partial derivative of the neighboring horizontal pixels in screen space.
DDY
The partial derivative of vertical pixels.
Degrees
Converts a number from radians to degrees.
Delta Time
Time elapsed since last frame.
Depth
Returns the camera depth of the surface
Discard
Used to discard pixels if they shouldn’t be drawn.
Distance
Returns the distance between the two input points.
Divide
Returns A divided by B.
Dot Product
Returns the dot product of the two input vectors.
DropList Parameter
Adds a dropdown list parameter to the material.
Elapsed Time
Total time elapsed.
Exp
Returns the natural exponentiation of the input value.
Exp2
Returns 2 raised to the power of the input value.
FWidth
The absolute sum of DDX and DDY.
FaceForward
Flips the supplied surface normal to face in the opposite direction I.
Faceted Normal
Returns flat normals to give a polygonal, faceted look. Plug this into the Override node (after PBR) to achieve the effect.
Flipbook Coords
Converts coordinates to match frames on a flipbook sheet.
Flipbook Sample
Samples color from an animated flipbook sheet texture.
Float Export
Exports a float value to outside of the sub-graph.
Float Import
Imports a float value into the sub-graph.
Float Parameter
Adds a float parameter to the material.
Float Value
Returns a predefined float value.
Floor
Returns the input value rounded down to the next smallest whole number.
Flow Map Sample
Samples a texture with distorted coordinates from a given vector field, also known as a flow map.
Fluctuate
Automatically animates a value over time, ping-ponging between start and end values.
Fract
Returns the fractional part of the input value.
HSV to RGB
Converts a color from HSV (Hue, Saturation, Value) to RGB (Red, Green, Blue).
Hue to RGB
Converts a hue value to an RGB (Red, Green, Blue) color.
If / else
Returns the first Value where the matching Condition is true (not 0), or returns Default if all are 0.
Instance ID
Instance ID of the instance being drawn. Used with the material’s “Instance Count” property.
Int Parameter
Adds an integer parameter to the material.
Int Value
Returns a predefined integer value.
Interpolate
Shifts data from the vertex shader to the pixel shader, which can save computation time.
Is All
Returns 1 if all elements of the input vector are non-zero, returns 0 otherwise.
Is Any
Returns 1 if any element of the input vector is non-zero, otherwise returns 0.
Is Equal
Returns 1 if A == B, returns 0 otherwise. This is calculated separately for each channel.
Is Front Facing
Returns 1 if the surface is front facing, 0 if back facing.
Is Greater
Returns 1 if A > B, returns 0 otherwise. This is calculated separately for each channel.
Is Greater or Equal
Returns 1 if A >= B, returns 0 otherwise. This is calculated separately for each channel.
Is Less
Returns 1 if A < B, returns 0 otherwise. This is calculated separately for each channel.
Is Less or Equal
Returns 1 if A <= B, returns 0 otherwise. This is calculated separately for each channel.
Is Not Equal
Returns 1 if A != B, returns 0 otherwise. This is calculated separately for each channel.
LUT 3D
Converts the color using a lookup table texture.
Length
Returns the length of the vector.
Linear to sRGB
Converts from linear colorspace to sRGB colorspace.
Log
Returns the natural logarithm of the input value.
Log10
Returns the base 10 logarithm of the input value.
Log2
Returns the base 2 logarithm of the input value.
Loop
Creates a loop that executes multiple times and returns a single result.
Loop Count
When used with a Loop node, returns the total iteration count for the matching Loop.
Loop Iteration
When used with a Loop node, returns the current iteration number for the matching loop.
Loop Ratio
When used with a Loop node, returns the ratio of the current iteration compared to total iterations.
Luminance
Outputs the luminance (grayscale) value of the color.
Max
Returns the greatest value among all inputs.
Min
Returns the lowest value among all inputs.
Mix
Returns a value interpolated between A and B.
Mixer
Highly configurable node that can mix many types of input and output.
Mod
Performs a modulo operation.
Multiply
Multiplies all inputs and returns the product.
Negate
Multiples a value by -1.
Noise ( Simplex )
Generates a random value using simplex noise.
Normalize
Returns the input vector normalized so that its length equals 1.
Not
Returns 1 if the value is 0, otherwise returns 0. This is calculated separately for each channel.
Offset Coords
Applies a horizontal and vertical offset to coordinates.
One Minus
Returns the value subtracted from 1.
Or
Returns 1 if either input value is non-zero, otherwise returns 0.
Override
Overrides the surface information of all nodes connected through its Input port.
PBR ( Lighting )
Uses Physically Based Rendering (PBR) to calculate a lighting based color output.
PI
Various version of the PI constant
Pixelize Coords
Rounds coordinates into chunks, creating a pixelization effect.
Posterize
Rounds the input value into several possible results, creating a posterization effect.
Pow
Raises a value to an exponential power.
Preview
Displays the preview of the graph output up to this node.
RGB to HSV
Converts a color from RGB (Red, Green, Blue) to HSV (Hue, Saturation, Value).
Radians
Converts a number from degrees to radians.
Random Noise
Returns a random value based on the seed.
ReColor
Separately recolors the R,G,B channels of the input.
Reciprocal
Returns the result of dividing 1 by the value.
Reciprocal Sqrt
Returns 1 divided by the square root of the input value.
Reflect
Returns the I vector reflected over the N normal.
Reflection Vector
Returns the view vector reflected over the surface normal.
Refract
Refracts a vector through a normal.
Refraction Vector
Returns the view vector refracted through the surface.
Remap
Remaps a value from the input range to the output range.
Rim
Returns the ratio between the world normal and the direction to the camera.
Rotate Coords
Rotates coordinates around a center point.
Round
Rounds the value to the nearest whole number.
SRGB to Linear
Converts from sRGB colorspace to linear colorspace.
Saturation
Adjusts saturation on the color.
Scale Coords
Scales coordinates around a center point.
Scale and Offset
Scales and then offsets the value.
Scatter Coords
Moves the coordinates by a random amount, creating a scatter effect.
Screen Texture
Texture of the screen rendered up to this point.
Screen UV Coord
Screen coordinates of the current surface.
Scroll Coords
Scrolls coordinates over time.
Sepia
Applies a sepia tone to the color.
Shader
The final output of the shader.
Shadow Sample
For Mesh Visuals with the Shadow Receiver option, samples the shadow color being received at this pixel. The default value is white (1,1,1), which means no shadow is being received.
Sign
Returns the sign of the value.
Sin
Returns the sine of the Radians input angle.
Smoothstep
Returns a value smoothly interpolated between A and B.
Split
Splits a single input value into multiple configurable output values.
Sqrt
Returns the square root of the input value.
Step
Returns 1 if B is greater than A, and 0 otherwise.
Subtract
Returns the result of subtracting B from A.
Surface Bitangent
Returns the Bitangent direction vector of the surface.
Surface Color
Vertex color of the surface.
Surface Normal
Normal direction of the surface.
Surface Position
Position of the surface.
Surface Tangent
Tangent direction of the surface.
Surface UV Coord 0
UV 0 coordinates of the surface.
Surface UVCoord 1
UV 1 coordinates of the surface.
Swirl Coords
Swirls coordinates around a center point.
Switch
Returns a Case value based on the passed in Switch index.
Swizzle
Mixes the input’s channels based on a formatting string. For example, “yx1” will return (input.y, input.x, 1).
Tan
Returns the tangent of the Radian input angle.
Texture 2D Object Import
Imports a Texture2D value into the sub-graph.
Texture 2D Object Parameter
Adds a texture object parameter to the material.
Texture 2D Parameter
Adds a texture object parameter to the material, and returns the sampled color.
Texture Sample
Returns the pixel value of a Texture object at the given coordinates.
Transform
Transforms a position from one type of space to another.
View Vector
Direction vector from the surface position to the camera.
Voronoi Noise
Creates procedural noise using a “cellular” voronoi algorithm.
XOr
Returns 1 if exactly one of the inputs equals 0. Otherwise, returns 0.
Still Looking for help?
Visit Support