Returns the arccosine of the value in radians.
Returns the arcsine of the value in radians.
Returns the arctangent of the value in radians.
Returns the angle (in radians) formed by the horizontal offset X and vertical offset Y.
Returns the absolute (positive) value of the input.
Returns the sum of the input values.
Returns 1 if both input values are non-zero, otherwise returns 0.
Combines two input colors using one of several Blend modes.
Adds a boolean group parameter to the material.
Adds a boolean parameter to the material.
Returns a predefined boolean value.
Aspect ratio (width / height) of the camera.
Direction vector that the camera is facing.
Ratio, from 0 to 1, that this surface is facing the camera.
Far plane distance of the camera.
Near plane distance of the camera.
World position of the camera.
Camera’s right facing direction vector.
Camera’s up facing direction vector.
Returns the input value rounded up to the next largest whole number.
Clamps the value within a minimum and maximum range.
Adds a color parameter to the material.
Returns a predefined color value.
Combines multiple input values into a single output value.
Averages multiple normal vectors using input strengths as weights.
Returns the False input if the passed in value is 0, otherwise returns the True input.
Returns the cosine of the Radians input angle.
Returns the cross product of the input vectors.
Encapsulates a group of nodes into a single node with exposed imports and exports.
Computes the partial derivative of the neighboring horizontal pixels in screen space.
The partial derivative of vertical pixels.
Converts a number from radians to degrees.
Time elapsed since last frame.
Returns the camera depth of the surface
Used to discard pixels if they shouldn’t be drawn.
Returns the distance between the two input points.
Returns A divided by B.
Returns the dot product of the two input vectors.
Adds a dropdown list parameter to the material.
Total time elapsed.
Returns the natural exponentiation of the input value.
Returns 2 raised to the power of the input value.
The absolute sum of DDX and DDY.
Flips the supplied surface normal to face in the opposite direction I.
Returns flat normals to give a polygonal, faceted look. Plug this into the Override node (after PBR) to achieve the effect.
Converts coordinates to match frames on a flipbook sheet.
Samples color from an animated flipbook sheet texture.
Exports a float value to outside of the sub-graph.
Imports a float value into the sub-graph.
Adds a float parameter to the material.
Returns a predefined float value.
Returns the input value rounded down to the next smallest whole number.
Samples a texture with distorted coordinates from a given vector field, also known as a flow map.
Automatically animates a value over time, ping-ponging between start and end values.
Returns the fractional part of the input value.
Converts a color from HSV (Hue, Saturation, Value) to RGB (Red, Green, Blue).
Converts a hue value to an RGB (Red, Green, Blue) color.
Returns the first Value where the matching Condition is true (not 0), or returns Default if all are 0.
Instance ID of the instance being drawn. Used with the material’s “Instance Count” property.
Adds an integer parameter to the material.
Returns a predefined integer value.
Shifts data from the vertex shader to the pixel shader, which can save computation time.
Returns 1 if all elements of the input vector are non-zero, returns 0 otherwise.
Returns 1 if any element of the input vector is non-zero, otherwise returns 0.
Returns 1 if A == B, returns 0 otherwise. This is calculated separately for each channel.
Returns 1 if the surface is front facing, 0 if back facing.
Returns 1 if A > B, returns 0 otherwise. This is calculated separately for each channel.
Returns 1 if A >= B, returns 0 otherwise. This is calculated separately for each channel.
Returns 1 if A < B, returns 0 otherwise. This is calculated separately for each channel.
Returns 1 if A <= B, returns 0 otherwise. This is calculated separately for each channel.
Returns 1 if A != B, returns 0 otherwise. This is calculated separately for each channel.
Converts the color using a lookup table texture.
Returns the length of the vector.
Converts from linear colorspace to sRGB colorspace.
Returns the natural logarithm of the input value.
Returns the base 10 logarithm of the input value.
Returns the base 2 logarithm of the input value.
Creates a loop that executes multiple times and returns a single result.
When used with a Loop node, returns the total iteration count for the matching Loop.
When used with a Loop node, returns the current iteration number for the matching loop.
When used with a Loop node, returns the ratio of the current iteration compared to total iterations.
Outputs the luminance (grayscale) value of the color.
Returns the greatest value among all inputs.
Returns the lowest value among all inputs.
Returns a value interpolated between A and B.
Highly configurable node that can mix many types of input and output.
Performs a modulo operation.
Multiplies all inputs and returns the product.
Multiples a value by -1.
Generates a random value using simplex noise.
Returns the input vector normalized so that its length equals 1.
Returns 1 if the value is 0, otherwise returns 0. This is calculated separately for each channel.
Applies a horizontal and vertical offset to coordinates.
Returns the value subtracted from 1.
Returns 1 if either input value is non-zero, otherwise returns 0.
Overrides the surface information of all nodes connected through its Input port.
Uses Physically Based Rendering (PBR) to calculate a lighting based color output.
Various version of the PI constant
Rounds coordinates into chunks, creating a pixelization effect.
Rounds the input value into several possible results, creating a posterization effect.
Raises a value to an exponential power.
Displays the preview of the graph output up to this node.
Converts a color from RGB (Red, Green, Blue) to HSV (Hue, Saturation, Value).
Converts a number from degrees to radians.
Returns a random value based on the seed.
Separately recolors the R,G,B channels of the input.
Returns the result of dividing 1 by the value.
Returns 1 divided by the square root of the input value.
Returns the I vector reflected over the N normal.
Returns the view vector reflected over the surface normal.
Refracts a vector through a normal.
Returns the view vector refracted through the surface.
Remaps a value from the input range to the output range.
Returns the ratio between the world normal and the direction to the camera.
Rotates coordinates around a center point.
Rounds the value to the nearest whole number.
Converts from sRGB colorspace to linear colorspace.
Adjusts saturation on the color.
Scales coordinates around a center point.
Scales and then offsets the value.
Moves the coordinates by a random amount, creating a scatter effect.
Texture of the screen rendered up to this point.
Screen coordinates of the current surface.
Scrolls coordinates over time.
Applies a sepia tone to the color.
The final output of the shader.
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.
Returns the sign of the value.
Returns the sine of the Radians input angle.
Returns a value smoothly interpolated between A and B.
Splits a single input value into multiple configurable output values.
Returns the square root of the input value.
Returns 1 if B is greater than A, and 0 otherwise.
Returns the result of subtracting B from A.
Returns the Bitangent direction vector of the surface.
Vertex color of the surface.
Normal direction of the surface.
Position of the surface.
Tangent direction of the surface.
UV 0 coordinates of the surface.
UV 1 coordinates of the surface.
Swirls coordinates around a center point.
Returns a Case value based on the passed in Switch index.
Mixes the input’s channels based on a formatting string. For example, “yx1” will return (input.y, input.x, 1).
Returns the tangent of the Radian input angle.
Imports a Texture2D value into the sub-graph.
Adds a texture object parameter to the material.
Adds a texture object parameter to the material, and returns the sampled color.
Returns the pixel value of a Texture object at the given coordinates.
Transforms a position from one type of space to another.
Direction vector from the surface position to the camera.
Creates procedural noise using a “cellular” voronoi algorithm.
Returns 1 if exactly one of the inputs equals 0. Otherwise, returns 0.
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