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 added to the value.
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 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.
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.
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.
Constructs a new matrix using the provided columns.
Combines multiple input values into a single output value.
Returns the cosine of the Radians input angle.
Returns the cross product of the input vectors.
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 Array object to outside of the sub-graph.
Imports a Float Array Object into the sub-graph.
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.
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.
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.
Returns the first Value where the matching Condition is true (not 0), or returns Default if all are 0.
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.
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.
When the Condition value is greater than 0.0, this sets the particle life to 0 and flags it as killed, removing it from the simulation and render.
Converts the color using a lookup table texture.
Returns the length of the vector.
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.
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.
Creates a loop that executes once for each Light affecting the object and returns a single result.
Projects a texture from three different axes and blends the samples based on the surface normal. This method doesn’t rely on UVs so it can be applied to any mesh. This node is used in conjunction with the Triplanar UV Coord node.
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.
Outputs a transformation matrix from the engine, based on the selected Type.
Exports a matrix to outside of the sub-graph.
Imports a matrix into the sub-graph.
Adds a matrix parameter to the material.
Returns the transpose of the input matrix.
Returns a predefined matrix value that can be used with other nodes.
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.
Overwrites, adds, or multiplies particle attributes depending on the Operation selected. This is the primary way of manipulating particle data.
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.
The rendering stage of the particle simulation. Particle data flows into here to draw an instanced quad to the screen. This stage is effectively a Graph Material with access to per-particle data.
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
Packs one or more float values into an 8-bit vector. This is meant to be used with the Unpack node, which can unpack the vector back to the original values. Useful for storing high precision values in a Render Target.
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.
Gets the value of a particle attribute. Use the Attribute drop-down menu to choose what attribute to return.
Retrieves various particle settings that are either set or derived from the Spawn Particle container.
Returns a unique, per-particle random value between Min and Max, extremely useful to get variation in the particle system.
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.
Outputs the total number of primitives in the mesh being rendered.
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.
Samples a Float Array Object at a specific index and returns the value.
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.
Screen coordinates of the current surface.
Scrolls coordinates over time.
Applies a sepia tone to the color.
Set final particle color output of the fragment shader.
Writes a custom value to the depth buffer.
Set the normal direction vector of the quad surface.
Set the position of the quad surface.
Set the tangent direction vector of the quad surface.
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.
The spawn stage of the particle simulation. Modify Attribute nodes added to this container are processed for a single frame the moment the particle is created.
Splits a matrix into its individual columns or rows.
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.
Encapsulates a group of nodes into a single node, specifically for use on particle container nodes (Spawn, Update, and Output).
Encapsulates a group of nodes into a single node with exposed imports and exports.
Returns the result of subtracting B from A.
Returns 1 subtracted from the value.
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.
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.
Exposes a 3d texture object parameter on the material. This value can be modified through the Inspector panel or by script at runtime.
Adds a 3D texture object parameter to the material, and returns the sampled color.
Returns the pixel value of a 3D Texture object at the given coordinates.
Imports a Texture2D value into the sub-graph.
Transforms a position from one type of space to another.
Transforms B by A using multiplication. A and B can be configured to be either vectors or matrices.
Returns the projected UV coordinate when used with Loop ( Triplanar UV ).
Unpacks an 8-bit vector into one or more float values. This is meant to be used with the Pack node, which can create a packed vector. Useful for reading high precision values stored in a Render Target.
The Update stage of the particle simulation. Modify Attribute nodes added to this container are processed every frame the particle exists.
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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