Nodes > Inputs
Adds a boolean parameter to the material.
Returns a predefined boolean value.
Aspect ratio (width / height) of the camera.
Field of view of the camera in degrees.
Ratio, from 0 to 1, that this surface is facing the camera.
Far plane distance of the camera.
Direction vector that the camera is facing.
Near plane distance of the camera.
World position of the camera.
Camera’s right facing direction vector.
Camera’s up facing direction vector.
Adds a color parameter to the material.
Returns a predefined color value.
Time elapsed since last frame.
Returns the camera depth of the surface
Adds a dropdown list parameter to the material.
Total time elapsed.
Returns flat normals to give a polygonal, faceted look. Plug this into the Override node (after PBR) to achieve the effect.
Adds a float array parameter to the material.
Creates a predefined Float Array, and returns it as an object so it can be sampled or passed in to a sub-graph.
Adds a float array parameter to the material and samples a value from it.
Creates a static Float Array value, and samples and returns the array value at the specified index.
Adds a float parameter to the material.
Returns a predefined float value.
Returns the material’s “Instance Count” parameter, which controls how many instances of the mesh will be drawn each time the material is rendered.
Instance ID of the instance being drawn. Used with the material’s “Instance Count” property.
Ratio of the current Instance ID compared to the total Instance Count. Useful when the material’s “Instance Count” is greater than 1, which causes multiple instances of the mesh to be drawn.
Adds an integer parameter to the material.
Returns a predefined integer value.
Returns 1 if the surface is front facing, 0 if back facing.
Outputs a transformation matrix from the engine, based on the selected Type.
Adds a matrix parameter to the material.
Returns a predefined matrix value that can be used with other nodes.
Various version of the PI constant
Outputs the total number of primitives in the mesh being rendered.
Returns the view vector reflected over the surface normal.
Returns the view vector refracted through the surface.
Screen coordinates of the current surface.
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.
Adds a texture object parameter to the material.
Adds a texture object parameter to the material, and returns the sampled color.
Direction vector from the surface position to the camera.
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