Mesh Graph Reference
Input
Pass Info
- Outputs
- Is Main Pass : ( bool )
- Is Pre Pass : ( bool )
- Is Shadow Pass : ( bool )
Geometry
- Inputs
- Space : ( int | ENUM(Object,World,Camera,Screen) ) - default = 1
- IOR : ( float ) - default = 1.45
- Outputs
- Position : ( vec3 )
- Incoming : ( vec3 )
- Normal : ( vec3 ) - default = NORMAL
- True Normal : ( vec3 )
- Is Backfacing : ( bool )
- Facing : ( float )
- Fresnel : ( float )
- Reflection : ( vec3 )
- Refraction : ( vec3 )
UV Map
- Inputs
- Index : ( int )
- Outputs
- UV : ( vec2 )
Tangent
UV Map
- Inputs
- Uv Index : ( int )
- Outputs
- Tangent : ( vec3 )
- Bitangent : ( vec3 )
Radial
- Inputs
- Axis : ( int | ENUM(X,Y,Z) ) - default = 2
- Object Space : ( bool ) - default = True
- Outputs
- Tangent : ( vec3 )
- Bitangent : ( vec3 )
Procedural UV
- Inputs
- Uv : ( vec2 )
- Outputs
- Tangent : ( vec3 )
- Bitangent : ( vec3 )
Vertex Color
- Inputs
- Index : ( int )
- Outputs
- Vertex Color : ( vec4 )
Id
- Outputs
- Object Id : ( vec4 )
- Custom Id A : ( vec4 )
- Custom Id B : ( vec4 )
- Custom Id C : ( vec4 )
Object Info
- Outputs
- Position : ( vec3 )
- Rotation : ( mat4 )
- Scale : ( vec3 )
- Id : ( vec4 )
- Matrix : ( mat4 )
Camera Data
- Outputs
- View Direction : ( vec3 )
- Screen UV : ( vec2 )
- Z Depth : ( float )
- View Distance : ( float )
- Camera Position : ( vec3 )
- Camera Matrix : ( mat4 )
- Projection Matrix : ( mat4 )
- Is Orthographic : ( bool )
Render Info
- Outputs
- Resolution : ( vec2 )
- Current Sample : ( int )
- Sample Offset : ( vec2 )
Time Info
- Outputs
- Time : ( float )
- Frame : ( int )
Random
- Inputs
- Seed : ( float )
- Outputs
- Per Object : ( vec4 )
- Per Sample : ( vec4 )
- Per Pixel : ( vec4 )
Curve View Mapping
- Inputs
- Scale : ( vec2 ) - default = (1.0, 1.0)
- Outputs
- UV : ( vec2 )
- Facing : ( float )
Parameters
Boolean
- Inputs
- B : ( bool )
- Outputs
- result : ( bool )
Float
- Inputs
- F : ( float )
- Outputs
- result : ( float )
Integer
- Inputs
- I : ( int )
- Outputs
- result : ( int )
Vector 2D
- Inputs
- V : ( vec2 )
- Outputs
- result : ( vec2 )
Vector 3D
- Inputs
- V : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Vector 4D
- Inputs
- V : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
RGB Color
- Inputs
- V : ( vec3 | Color )
- Outputs
- result : ( vec3 )
RGBA Color
- Inputs
- V : ( vec4 | Color )
- Outputs
- result : ( vec4 )
Color Ramp
- Inputs
- Color Ramp : ( sampler1D )
- Outputs
- result : ( sampler1D )
Image
- Inputs
- Image : ( sampler2D )
- Outputs
- result : ( sampler2D )
Math
Hash
- Inputs
- V : ( vec4 | Data )
- Outputs
- result : ( vec4 )
Quaternion
From Axis Angle
- Inputs
- Axis : ( vec3 | Normal )
- Angle : ( float | Angle )
- Outputs
- result : ( vec4 )
From Vector Delta
- Inputs
- From : ( vec3 | Normal )
- To : ( vec3 | Normal )
- Outputs
- result : ( vec4 )
Inverted
- Inputs
- Q : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- Outputs
- result : ( vec4 )
Multiply
- Inputs
- A : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- B : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- Outputs
- result : ( vec4 )
Transform
- Inputs
- Q : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- Vector : ( vec3 | Vector ) - default = (0.0, 0.0, 0.0)
- Outputs
- result : ( vec3 )
Mix
- Inputs
- A : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- B : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- Factor : ( float | Slider ) - default = 0.5
- Outputs
- result : ( vec4 )
Matrix
From Translation
- Inputs
- T : ( vec3 | Vector )
- Outputs
- result : ( mat4 )
From Quaternion
- Inputs
- Q : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- Outputs
- result : ( mat4 )
From Euler
- Inputs
- E : ( vec3 | Euler )
- Outputs
- result : ( mat4 )
From Scale
- Inputs
- S : ( vec3 | Vector ) - default = (1.0, 1.0, 1.0)
- Outputs
- result : ( mat4 )
Is Orthographic
- Inputs
- Matrix : ( mat4 ) - default = mat4(1)
- Outputs
- result : ( bool )
Inverse
- Inputs
- Matrix : ( mat4 ) - default = mat4(1)
- Outputs
- result : ( mat4 )
Multiply
- Inputs
- A : ( mat4 ) - default = mat4(1)
- B : ( mat4 ) - default = mat4(1)
- Outputs
- result : ( mat4 )
Boolean Logic
And
- Inputs
- A : ( bool )
- B : ( bool )
- Outputs
- result : ( bool )
Or
- Inputs
- A : ( bool )
- B : ( bool )
- Outputs
- result : ( bool )
Not
- Inputs
- B : ( bool )
- Outputs
- result : ( bool )
Equal
- Inputs
- A : ( bool )
- B : ( bool )
- Outputs
- result : ( bool )
Not Equal
- Inputs
- A : ( bool )
- B : ( bool )
- Outputs
- result : ( bool )
If Else
- Inputs
- Condition : ( bool )
- If True : ( bool )
- If False : ( bool )
- Outputs
- result : ( bool )
Float
Add
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( float )
Subtract
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( float )
Multiply
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( float )
Divide
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( float )
Map Range
- Inputs
- Clamped : ( bool ) - default = True
- Value : ( float ) - default = 0.5
- From Min : ( float )
- From Max : ( float ) - default = 1.0
- To Min : ( float )
- To Max : ( float ) - default = 1.0
- Outputs
- result : ( float )
Modulo
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( float )
Power
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( float )
Square Root
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Round
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Fractional Part
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Floor
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Ceil
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Clamp
- Inputs
- A : ( float )
- Min : ( float )
- Max : ( float )
- Outputs
- result : ( float )
Sign
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Absolute
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Minimum
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( float )
Maximum
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( float )
Mix
- Inputs
- A : ( float )
- B : ( float )
- Fac : ( float )
- Outputs
- result : ( float )
Sine
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Cosine
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Tangent
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Arcsine
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Arcosine
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Arctangent
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Radians to Degrees
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Degrees to Radians
- Inputs
- A : ( float )
- Outputs
- result : ( float )
Equal
- Inputs
- A : ( float )
- B : ( float )
- E : ( float ) - default = 0.1
- Outputs
- result : ( bool )
Not Equal
- Inputs
- A : ( float )
- B : ( float )
- E : ( float ) - default = 0.1
- Outputs
- result : ( bool )
Greater
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( bool )
Greater or Equal
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( bool )
Less
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( bool )
Less or Equal
- Inputs
- A : ( float )
- B : ( float )
- Outputs
- result : ( bool )
If Else
- Inputs
- Condition : ( bool )
- If True : ( float )
- If False : ( float )
- Outputs
- result : ( float )
Integer
Add
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( int )
Subtract
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( int )
Multiply
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( int )
Divide
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( int )
Modulo
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( int )
Clamp
- Inputs
- A : ( int )
- Min : ( int )
- Max : ( int )
- Outputs
- result : ( int )
Sign
- Inputs
- A : ( int )
- Outputs
- result : ( int )
Absolute
- Inputs
- A : ( int )
- Outputs
- result : ( int )
Minimum
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( int )
Maximum
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( int )
Equal
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( bool )
Not Equal
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( bool )
Greater
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( bool )
Greater or Equal
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( bool )
Less
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( bool )
Less or Equal
- Inputs
- A : ( int )
- B : ( int )
- Outputs
- result : ( bool )
If Else
- Inputs
- Condition : ( bool )
- If True : ( int )
- If False : ( int )
- Outputs
- result : ( int )
Vector 2D
Add
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( vec2 )
Subtract
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( vec2 )
Multiply
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( vec2 )
Divide
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( vec2 )
Scale
- Inputs
- A : ( vec2 )
- Fac : ( float )
- Outputs
- result : ( vec2 )
Map Range
- Inputs
- Clamped : ( bool ) - default = True
- UV : ( vec2 ) - default = vec2(0.5)
- From Min : ( vec2 ) - default = (0.0, 0.0)
- From Max : ( vec2 ) - default = (1.0, 1.0)
- To Min : ( vec2 ) - default = (0.0, 0.0)
- To Max : ( vec2 ) - default = (1.0, 1.0)
- Outputs
- result : ( vec2 )
Modulo
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( vec2 )
Power
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( vec2 )
Square Root
- Inputs
- A : ( vec2 )
- Outputs
- result : ( vec2 )
Distort
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Fac : ( float )
- Outputs
- result : ( vec2 )
Round
- Inputs
- A : ( vec2 )
- Outputs
- result : ( vec2 )
Fraction
- Inputs
- A : ( vec2 )
- Outputs
- result : ( vec2 )
Floor
- Inputs
- A : ( vec2 )
- Outputs
- result : ( vec2 )
Ceil
- Inputs
- A : ( vec2 )
- Outputs
- result : ( vec2 )
Snap
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( vec2 )
Clamp
- Inputs
- A : ( vec2 )
- Min : ( vec2 )
- Max : ( vec2 )
- Outputs
- result : ( vec2 )
Sign
- Inputs
- A : ( vec2 )
- Outputs
- result : ( vec2 )
Absolute
- Inputs
- A : ( vec2 )
- Outputs
- result : ( vec2 )
Min
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( vec2 )
Max
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( vec2 )
Mix 2D
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Factor : ( vec2 )
- Outputs
- result : ( vec2 )
Mix
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Fac : ( float )
- Outputs
- result : ( vec2 )
Normalize
- Inputs
- A : ( vec2 )
- Outputs
- result : ( vec2 )
Length
- Inputs
- A : ( vec2 )
- Outputs
- result : ( float )
Distance
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( float )
Dot Product
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( float )
Sine
- Inputs
- A : ( vec2 )
- Outputs
- result : ( vec2 )
Cosine
- Inputs
- A : ( vec2 )
- Outputs
- result : ( vec2 )
Tangent
- Inputs
- A : ( vec2 )
- Outputs
- result : ( vec2 )
Rotate
- Inputs
- A : ( vec2 )
- Angle : ( float )
- Outputs
- result : ( vec2 )
Angle
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( float )
Equal
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( bool )
Not Equal
- Inputs
- A : ( vec2 )
- B : ( vec2 )
- Outputs
- result : ( bool )
If Else
- Inputs
- Condition : ( bool )
- If True : ( vec2 )
- If False : ( vec2 )
- Outputs
- result : ( vec2 )
Combine
- Inputs
- X : ( float )
- Y : ( float )
- Outputs
- result : ( vec2 )
Separate
- Inputs
- A : ( vec2 )
- Outputs
- X : ( float )
- Y : ( float )
Vector 3D
Add
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Subtract
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Multiply
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Divide
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Scale
- Inputs
- A : ( vec3 | Vector )
- Fac : ( float )
- Outputs
- result : ( vec3 )
Map Range
- Inputs
- Clamped : ( bool ) - default = True
- Vector : ( vec3 ) - default = vec3(0.5)
- From Min : ( vec3 | Vector ) - default = (0.0, 0.0, 0.0)
- From Max : ( vec3 | Vector ) - default = (1.0, 1.0, 1.0)
- To Min : ( vec3 | Vector ) - default = (0.0, 0.0, 0.0)
- To Max : ( vec3 | Vector ) - default = (1.0, 1.0, 1.0)
- Outputs
- result : ( vec3 )
Modulo
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Power
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Square Root
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Distort
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Fac : ( float )
- Outputs
- result : ( vec3 )
Round
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Fraction
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Floor
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Ceil
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Snap
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Clamp
- Inputs
- A : ( vec3 | Vector )
- Min : ( vec3 | Vector )
- Max : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Sign
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Absolute
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Min
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Max
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Mix 3D
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Factor : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Mix
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Fac : ( float )
- Outputs
- result : ( vec3 )
Normalize
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Length
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( float )
Distance
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( float )
Dot Product
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( float )
Cross Product
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Reflect
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Refract
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Ior : ( float )
- Outputs
- result : ( vec3 )
Faceforward
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- C : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Sine
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Cosine
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Tangent
- Inputs
- A : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Rotate Euler
- Inputs
- A : ( vec3 | Vector )
- Euler : ( vec3 | Euler )
- Invert : ( bool )
- Outputs
- result : ( vec3 )
Rotate Axis Angle
- Inputs
- A : ( vec3 | Vector )
- Axis : ( vec3 | Vector ) - default = (0.0, 0.0, 1.0)
- Angle : ( float )
- Outputs
- result : ( vec3 )
Angle
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( float )
Equal
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( bool )
Not Equal
- Inputs
- A : ( vec3 | Vector )
- B : ( vec3 | Vector )
- Outputs
- result : ( bool )
If Else
- Inputs
- Condition : ( bool )
- If True : ( vec3 | Vector )
- If False : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Combine
- Inputs
- X : ( float )
- Y : ( float )
- Z : ( float )
- Outputs
- result : ( vec3 )
Separate
- Inputs
- A : ( vec3 | Vector )
- Outputs
- X : ( float )
- Y : ( float )
- Z : ( float )
Vector 4D
Add
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Subtract
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Multiply
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Divide
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Scale
- Inputs
- A : ( vec4 | Vector )
- Fac : ( float )
- Outputs
- result : ( vec4 )
Map Range
- Inputs
- Clamped : ( bool ) - default = True
- Vector : ( vec4 ) - default = vec4(0.5)
- From Min : ( vec4 | Vector ) - default = (0.0, 0.0, 0.0, 0.0)
- From Max : ( vec4 | Vector ) - default = (1.0, 1.0, 1.0, 1.0)
- To Min : ( vec4 | Vector ) - default = (0.0, 0.0, 0.0, 0.0)
- To Max : ( vec4 | Vector ) - default = (1.0, 1.0, 1.0, 1.0)
- Outputs
- result : ( vec4 )
Modulo
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Power
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Square Root
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Distort
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Fac : ( float )
- Outputs
- result : ( vec4 )
Round
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Fraction
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Floor
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Ceil
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Clamp
- Inputs
- A : ( vec4 | Vector )
- Min : ( vec4 | Vector )
- Max : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Sign
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Absolute
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Min
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Max
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Mix 4D
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Factor : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Mix
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Fac : ( float )
- Outputs
- result : ( vec4 )
Normalize
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Length
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( float )
Distance
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( float )
Dot Product
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( float )
Sine
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Cosine
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Tangent
- Inputs
- A : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Angle
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( float )
Equal
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( bool )
Not Equal
- Inputs
- A : ( vec4 | Vector )
- B : ( vec4 | Vector )
- Outputs
- result : ( bool )
Vec4 If Else
- Inputs
- Condition : ( bool )
- If True : ( vec4 | Vector )
- If False : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
Combine
- Inputs
- R : ( float )
- G : ( float )
- B : ( float )
- A : ( float )
- Outputs
- result : ( vec4 )
Combine Color
- Inputs
- C : ( vec3 | Color )
- A : ( float | Slider ) - default = 1.0
- Outputs
- result : ( vec4 )
Separate
- Inputs
- A : ( vec4 | Vector )
- Outputs
- R : ( float )
- G : ( float )
- B : ( float )
- A : ( float )
Separate Color
- Inputs
- A : ( vec4 | Color )
- Outputs
- C : ( vec3 )
- A : ( float )
Vector
Surface Gradient From Normal
- Inputs
- Base Normal : ( vec3 | Normal ) - default = NORMAL
- Custom Normal : ( vec3 | Normal ) - default = NORMAL
- Outputs
- result : ( vec3 )
Normal From Surface Gradient
- Inputs
- Base Normal : ( vec3 | Normal ) - default = NORMAL
- Surface Gradient : ( vec3 | Vector ) - default = (0.0, 0.0, 0.0)
- Outputs
- result : ( vec3 )
Matrix
Transform Point
- Inputs
- Matrix : ( mat4 ) - default = mat4(1)
- Point : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Project Point
- Inputs
- Matrix : ( mat4 ) - default = mat4(1)
- Point : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Project Point To Screen Coordinates
- Inputs
- Matrix : ( mat4 ) - default = mat4(1)
- Point : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Transform Direction
- Inputs
- Matrix : ( mat4 ) - default = mat4(1)
- Direction : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
Transform Normal
- Inputs
- Matrix : ( mat4 ) - default = mat4(1)
- Normal : ( vec3 | Normal )
- Outputs
- result : ( vec3 )
Pixel Size in World Space
- Inputs
- Depth : ( float ) - default = pixel_depth()
- Outputs
- result : ( float )
Bevel
Soft Bevel
- Inputs
- Samples : ( int ) - default = 32
- Radius : ( float ) - default = 0.02
- Distribution Exponent : ( float ) - default = 2.0
- Only Self : ( bool )
- Outputs
- result : ( vec3 )
Hard Bevel
- Inputs
- Samples : ( int ) - default = 32
- Radius : ( float ) - default = 0.01
- Max Dot : ( float ) - default = 0.75
- Only Self : ( bool )
- Outputs
- result : ( vec3 )
Transform
- Inputs
- Type : ( int | ENUM(Point,Vector,Normal) )
- From : ( int | ENUM(Object,World,Camera) )
- To : ( int | ENUM(Object,World,Camera,Screen) )
- Vector : ( vec3 | Vector )
- Outputs
- Vector : ( vec3 | Vector )
Mapping
Point
- Inputs
- Vector : ( vec3 | Vector ) - default = vec3(0.0)
- Location : ( vec3 | Vector )
- Rotation : ( vec3 | Euler )
- Scale : ( vec3 | Vector ) - default = (1.0, 1.0, 1.0)
- Outputs
- result : ( vec3 )
Texture
- Inputs
- Vector : ( vec3 | Vector ) - default = vec3(0.0)
- Location : ( vec3 | Vector )
- Rotation : ( vec3 | Euler )
- Scale : ( vec3 | Vector ) - default = (1.0, 1.0, 1.0)
- Outputs
- result : ( vec3 )
Vector
- Inputs
- Vector : ( vec3 | Vector ) - default = vec3(0.0)
- Rotation : ( vec3 | Euler )
- Scale : ( vec3 | Vector ) - default = (1.0, 1.0, 1.0)
- Outputs
- result : ( vec3 )
Normal
- Inputs
- Vector : ( vec3 | Vector ) - default = vec3(0.0)
- Rotation : ( vec3 | Euler )
- Scale : ( vec3 | Vector ) - default = (1.0, 1.0, 1.0)
- Outputs
- result : ( vec3 )
Color
Alpha Blend
Blends the blend color as a layer over the base color.
- Inputs
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
The blend color.
- Outputs
- result : ( vec4 )
Grayscale
- Inputs
- Color : ( vec3 )
- Outputs
- result : ( float )
Linear To sRGB
- Inputs
- Linear : ( vec3 )
- Outputs
- result : ( vec3 )
sRGB To Linear
- Inputs
- Srgb : ( vec3 )
- Outputs
- result : ( vec3 )
RGB To HSV
- Inputs
- Rgb : ( vec3 )
- Outputs
- result : ( vec3 )
HSV To RGB
- Inputs
- Hsv : ( vec3 | HSV )
- Outputs
- result : ( vec3 )
HSV Edit
- Inputs
- Color : ( vec4 )
- Hue : ( float )
- Saturation : ( float )
- Value : ( float )
- Outputs
- result : ( vec4 )
Bright/Contrast
- Inputs
- Color : ( vec4 )
- Brightness : ( float )
- Contrast : ( float )
- Outputs
- result : ( vec4 )
Gamma
- Inputs
- Color : ( vec4 )
- Gamma : ( float ) - default = 1.0
- Outputs
- result : ( vec4 )
Invert
- Inputs
- Color : ( vec4 )
- Fac : ( float | Slider )
- Outputs
- result : ( vec4 )
Color Gradient
Gradient
- Inputs
- Color Ramp : ( sampler1D )
- U : ( float | Slider )
- Outputs
- result : ( vec4 )
RGB Gradient
- Inputs
- Color Ramp : ( sampler1D )
- UVW : ( vec3 | Slider )
- Outputs
- result : ( vec3 )
RGBA Gradient
- Inputs
- Color Ramp : ( sampler1D )
- UVWX : ( vec4 | Slider )
- Outputs
- result : ( vec4 )
Layer Blend
Normal
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Add
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Multiply
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Overlay
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Screen
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Darken
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Lighten
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Soft Light
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Hard Light
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Linear Light
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Dodge
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Burn
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Subtract
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Difference
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Divide
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Hue
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Saturation
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Value
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Color
- Inputs
- Opacity : ( float | Slider ) - default = 1.0
- Base : ( vec4 )
- Blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
- Mode : ( int | ENUM(Linear,Linear Clamp,sRGB,sRGB Clamp) )
- Outputs
- result : ( vec4 )
Texturing
Image
- Inputs
- Image : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Smooth Interpolation : ( bool ) - default = True
- Outputs
- Color : ( vec4 )
- Resolution : ( vec2 )
Normal Map
- Inputs
- Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- UV Index : ( int )
- Outputs
- Normal : ( vec3 )
Flipbook
- Inputs
- Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Dimensions : ( ivec2 )
- Page : ( float )
- Outputs
- result : ( vec4 )
Flowmap
- Inputs
- Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Flow : ( vec2 ) - default = vec2(0.0)
- Progression : ( float )
- Samples : ( int ) - default = 2
- Outputs
- result : ( vec4 )
Matcap
- Inputs
- Matcap : ( sampler2D )
- Normal : ( vec3 | Normal ) - default = NORMAL
- Outputs
- Color : ( vec4 )
- Uv : ( vec2 )
HDRI
- Inputs
- Hdri : ( sampler2D )
- Normal : ( vec3 | Normal ) - default = NORMAL
- Outputs
- Color : ( vec4 )
- Uv : ( vec2 )
Noise
Infinite
- Inputs
- Coord : ( vec3 | Vector ) - default = POSITION
- Seed : ( float )
- Scale : ( float ) - default = 5.0
- Detail : ( float ) - default = 3.0
- Balance : ( float | Slider ) - default = 0.5
- Outputs
- result : ( vec4 )
Tiled
- Inputs
- Coord : ( vec3 | Vector ) - default = POSITION
- Seed : ( float )
- Scale : ( float ) - default = 5.0
- Detail : ( float ) - default = 3.0
- Balance : ( float | Slider ) - default = 0.5
- Tile Size : ( ivec4 | Vector ) - default = (5, 5, 5, 5)
- Outputs
- result : ( vec4 )
Voronoi
Infinite
- Inputs
- Coord : ( vec3 | Vector ) - default = POSITION
- Seed : ( float )
- Scale : ( float ) - default = 5.0
- Outputs
- Cell Color : ( vec4 )
- Cell Position : ( vec4 )
- Cell Distance : ( float )
Tiled
- Inputs
- Coord : ( vec3 | Vector ) - default = POSITION
- Seed : ( float )
- Scale : ( float ) - default = 5.0
- Tile Size : ( ivec4 | Vector ) - default = (5, 5, 5, 5)
- Outputs
- Cell Color : ( vec4 )
- Cell Position : ( vec4 )
- Cell Distance : ( float )
Bayer Pattern
- Inputs
- Size : ( int | ENUM(2x2,3x3,4x4,8x8) ) - default = 2
- Texel : ( vec2 ) - default = vec2(screen_pixel())
- Outputs
- result : ( float )
Gradient
Linear
- Inputs
- Value : ( float ) - default = UV[0].x
- Outputs
- result : ( float )
Quadratic
- Inputs
- Value : ( float ) - default = UV[0].x
- Outputs
- result : ( float )
Easing
- Inputs
- Value : ( float ) - default = UV[0].x
- Outputs
- result : ( float )
Diagonal
- Inputs
- UV : ( vec2 ) - default = UV[0]
- Outputs
- result : ( float )
Spherical
- Inputs
- Vector : ( vec3 | Vector ) - default = POSITION
- Outputs
- result : ( float )
Quadratic Sphere
- Inputs
- Vector : ( vec3 | Vector ) - default = POSITION
- Outputs
- result : ( float )
Radial
- Inputs
- UV : ( vec2 ) - default = UV[0]
- Outputs
- result : ( float )
Wave
- Inputs
- Mode : ( int | ENUM(Sine,Saw,Triangle) )
- Coord : ( float ) - default = UV[0].x
- Scale : ( float ) - default = 5.0
- Phase : ( float )
- Outputs
- result : ( float )
Shading
Ambient Occlusion
- Inputs
- Samples : ( int ) - default = 32
- Radius : ( float ) - default = 1.0
- Distribution Exponent : ( float ) - default = 5.0
- Contrast : ( float | Slider ) - default = 0.1
- Bias : ( float | Slider ) - default = 0.01
- Outputs
- result : ( float )
Curvature
Curvature
- Outputs
- result : ( float )
Surface Curvature
- Inputs
- Depth Range : ( float ) - default = 0.1
- Outputs
- result : ( float )
Line Detection
- Outputs
- Delta Distance : ( float )
- Delta Angle : ( float )
- Is ID Boundary : ( vec4 )
Line Width
- Inputs
- Width Scale : ( float ) - default = 4.0
- Width Units : ( int | ENUM(Pixel,Screen,World) )
- Depth Width : ( float | Slider ) - default = 1.0
- Depth Threshold : ( float | Slider ) - default = 0.1
- Depth Threshold Range : ( float | Slider )
- Normal Width : ( float | Slider ) - default = 1.0
- Normal Threshold : ( float | Slider ) - default = 0.5
- Normal Threshold Range : ( float | Slider )
- Id Boundary Width : ( vec4 | Slider ) - default = (1.0, 1.0, 1.0, 1.0)
- Outputs
- result : ( float )
Rim Light
- Inputs
- Normal : ( vec3 | Normal ) - default = NORMAL
- Angle : ( float )
- Rim Length : ( float ) - default = 2.0
- Length Falloff : ( float )
- Thickness : ( float ) - default = 0.1
- Thickness Falloff : ( float )
- Outputs
- result : ( float )
NPR Diffuse
Color Ramp
- Inputs
- Base Color : ( vec3 ) - default = (0.0, 0.0, 0.0)
- Color : ( vec3 ) - default = (1.0, 1.0, 1.0)
- Gradient : ( sampler1D )
- Offset : ( float | Slider )
- Full Range : ( bool )
- Max Contribution : ( bool )
- Shadows : ( int | ENUM(Inherit from Material,Enable Shadows,Disable Self-Shadows,Disable Shadows) )
- Light Groups : ( ivec4 ) - default = MATERIAL_LIGHT_GROUPS
- Position : ( vec3 | Vector ) - default = POSITION
- Normal : ( vec3 | Normal ) - default = NORMAL
- Outputs
- result : ( vec3 )
Color Layer
- Inputs
- Base Color : ( vec3 ) - default = (0.0, 0.0, 0.0)
- Color : ( vec3 ) - default = (1.0, 1.0, 1.0)
- Size : ( float | Slider ) - default = 1.0
- Gradient Size : ( float | Slider ) - default = 0.1
- Offset : ( float | Slider )
- Full Range : ( bool )
- Max Contribution : ( bool )
- Shadows : ( int | ENUM(Inherit from Material,Enable Shadows,Disable Self-Shadows,Disable Shadows) )
- Light Groups : ( ivec4 ) - default = MATERIAL_LIGHT_GROUPS
- Position : ( vec3 | Vector ) - default = POSITION
- Normal : ( vec3 | Normal ) - default = NORMAL
- Outputs
- result : ( vec3 )
NPR Specular
Color Ramp
- Inputs
- Base Color : ( vec3 ) - default = (0.0, 0.0, 0.0)
- Color : ( vec3 ) - default = (1.0, 1.0, 1.0)
- Gradient : ( sampler1D )
- Offset : ( float | Slider )
- Roughness : ( float | Slider ) - default = 0.5
- Anisotropy : ( float | Slider ) - default = 0.5
- Max Contribution : ( bool )
- Shadows : ( int | ENUM(Inherit from Material,Enable Shadows,Disable Self-Shadows,Disable Shadows) )
- Light Groups : ( ivec4 ) - default = MATERIAL_LIGHT_GROUPS
- Position : ( vec3 | Vector ) - default = POSITION
- Normal : ( vec3 | Normal ) - default = NORMAL
- Tangent : ( vec3 | Normal ) - default = radial_tangent(NORMAL, vec3(0,0,1))
- Outputs
- result : ( vec3 )
Color Layer
- Inputs
- Base Color : ( vec3 ) - default = (0.0, 0.0, 0.0)
- Color : ( vec3 ) - default = (1.0, 1.0, 1.0)
- Size : ( float | Slider ) - default = 1.0
- Gradient Size : ( float | Slider ) - default = 0.1
- Offset : ( float | Slider )
- Roughness : ( float | Slider ) - default = 0.5
- Anisotropy : ( float | Slider ) - default = 0.5
- Max Contribution : ( bool )
- Shadows : ( int | ENUM(Inherit from Material,Enable Shadows,Disable Self-Shadows,Disable Shadows) )
- Light Groups : ( ivec4 ) - default = MATERIAL_LIGHT_GROUPS
- Position : ( vec3 | Vector ) - default = POSITION
- Normal : ( vec3 | Normal ) - default = NORMAL
- Tangent : ( vec3 | Normal ) - default = radial_tangent(NORMAL, vec3(0,0,1))
- Outputs
- result : ( vec3 )
Filter
Curvature
- Inputs
- Normal Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Width : ( float ) - default = 1.0
- X : ( vec3 | Normal ) - default = (1.0, 0.0, 0.0)
- Y : ( vec3 | Normal ) - default = (0.0, 1.0, 0.0)
- Outputs
- result : ( float )
Blur
Box Blur
- Inputs
- Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Radius : ( float ) - default = 5.0
- Circular : ( bool )
- Outputs
- result : ( vec4 )
Gaussian Blur
- Inputs
- Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Radius : ( float ) - default = 5.0
- Sigma : ( float ) - default = 1.0
- Outputs
- result : ( vec4 )
Jitter Blur
- Inputs
- Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Radius : ( float ) - default = 5.0
- Distribution Exponent : ( float ) - default = 5.0
- Samples : ( int ) - default = 8
- Outputs
- result : ( vec4 )
Bilateral
- Inputs
- Input Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Radius : ( float ) - default = 5
- Sigma : ( float ) - default = 10.0
- BSigma : ( float ) - default = 0.1
- Outputs
- result : ( vec4 )
Orientation-Aligned Bilateral
- Inputs
- Input Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Flow : ( vec2 ) - default = vec2(0)
- Radius : ( float ) - default = 6.0
- Smoothness : ( float ) - default = 0.55
- Outputs
- result : ( vec4 )
Sharpen
Box
- Inputs
- Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Radius : ( float ) - default = 1.0
- Circular : ( bool )
- Sharpness : ( float ) - default = 0.3
- Outputs
- result : ( vec4 )
Gaussian
- Inputs
- Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Radius : ( float ) - default = 1.0
- Sigma : ( float ) - default = 1.0
- Sharpness : ( float ) - default = 0.3
- Outputs
- result : ( vec4 )
Jitter
- Inputs
- Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Radius : ( float ) - default = 1.0
- Distribution Exponent : ( float ) - default = 5.0
- Samples : ( int ) - default = 8
- Sharpness : ( float ) - default = 0.3
- Outputs
- result : ( vec4 )
Kuwahara
Isotropic
- Inputs
- Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Size : ( int ) - default = 5
- Outputs
- result : ( vec4 )
Anisotropic
- Inputs
- Texture : ( sampler2D )
- UV : ( vec2 ) - default = UV[0]
- Direction : ( vec2 ) - default = vec2(0.0, 0.0)
- Size : ( float ) - default = 2.0
- Samples : ( int ) - default = 50
- Outputs
- result : ( vec4 )
Node Tree
Pack ID
- Inputs
- Object ID : ( vec4 ) - default = unpackUnorm4x8(ID.x)
- Custom ID A : ( vec4 ) - default = unpackUnorm4x8(ID.y)
- Custom ID B : ( vec4 ) - default = unpackUnorm4x8(ID.z)
- Custom ID C : ( vec4 ) - default = unpackUnorm4x8(ID.w)
- Outputs
- ID : ( uvec4 )