Nodes > Functions
Combines two input colors using one of several Blend modes.
Averages multiple normal vectors using input strengths as weights.
Constructs a new matrix using the provided columns.
Combines multiple input values into a single output value.
Encapsulates a group of nodes into a single node with exposed imports and exports.
Converts coordinates to match frames on a flipbook sheet.
Samples color from an animated flipbook sheet texture.
Exports a Float Array object to outside of the sub-graph.
Imports a Float Array Object into the sub-graph.
Exports a float value to outside of the sub-graph.
Imports a float value into the sub-graph.
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 number of elements in the passed in Float Array object.
Converts a color from HSV (Hue, Saturation, Value) to RGB (Red, Green, Blue).
Converts a hue value to an RGB (Red, Green, Blue) color.
Converts the color using a lookup table texture.
When used with a Loop (Lights) node, returns the color value of the current Light.
When used with a Loop (Lights) node, returns the world direction vector the current Light is facing.
When used with a Loop (Lights) node, returns the intensity value of the current Light.
When used with a Loop (Lights) node, returns the world position of the current Light.
Converts from linear colorspace to sRGB colorspace.
Creates a loop that executes multiple times and returns a single result.
Creates a loop that executes once for each Light affecting the object 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.
Exports a matrix to outside of the sub-graph.
Imports a matrix into the sub-graph.
Returns the transpose of the input matrix.
Highly configurable node that can mix many types of input and output.
Generates a random value using simplex noise.
Applies a horizontal and vertical offset to coordinates.
Overrides the surface information of all nodes connected through its Input port.
Offsets coordinates based on the viewing angle to simulate the texture being at a certain depth. Can be used with Loop node to sample parallax at multiple depths, and simulate effects like ice cracks or shell based fur.
Rounds coordinates into chunks, creating a pixelization effect.
Rounds the input value into several possible results, creating a posterization effect.
Displays the preview of the graph output up to this node.
Converts a color from RGB (Red, Green, Blue) to HSV (Hue, Saturation, Value).
Returns a random value based on the seed.
Separately recolors the R,G,B channels of the input.
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.
Converts from sRGB colorspace to linear colorspace.
Samples a Float Array Object at a specific index and returns the value.
Adjusts saturation on the color.
Scales coordinates around a center point.
Moves the coordinates by a random amount, creating a scatter effect.
Scrolls coordinates over time.
Applies a sepia tone to the color.
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.
Splits a matrix into its individual columns or rows.
Splits a single input value into multiple configurable output values.
Swirls coordinates around a center point.
Mixes the input’s channels based on a formatting string. For example, “yx1” will return (input.y, input.x, 1).
Returns the pixel value of a Texture object at the given coordinates.
Imports a Texture2D value into the sub-graph.
Transforms a position from one type of space to another.
Creates procedural noise using a “cellular” voronoi algorithm.
Still Looking for help?Visit Support