Sub-Graph Library
This page list out Sub-Graph Library presets in alphabetical order. You can find these sub-graphs under Sub-Graph Library section of the Add Node
menu. You can open this menu by hitting tab
on your keyboard while in the Material Editor.
Library
3D Rotation
Rotates a 3D mesh when given its surface position. Note that this graph will transform input surface space data into object vector(space) and export as world vector.
3D Wave
Takes a Surface Position
and displaces vertices according to a sine wave. The direction of the wave is controlled with the Wave Axis
, and the amount the vertices are moved in each dimension is controlled by Displacement Amount
. The number of waves is controlled by Frequency
, and how fast they are animated is controlled by Speed.
Attack/Decay
Creates an Attack/Decay envelope similar to musical instrument controllers. Attack
is the amount of time it takes to reach from an amplitude of 0 to max value. Decay
is the amount of time it takes for it to decrease from max amplitude to the value. Control Value
is expected to be within the range of 0-1.
Angle Gradient
Draws a circular gradient from Color A
to Color B
in direction given Rotate Degree
to the center line. Rotate Degree
input can go negative if users adjust the Float Import
Min limitation under the Sub-Graph
.
Bloom
Useful for Post Effect graphs. The lower the Resolution, the lesser step you will get. Blur Size
offsets the steps, tweak Threshold
and Intensity
for desired results.
Brightness/Contrast
Brightness
adjusts the lightness of the overall image, Saturation
toggles the intensity of the color, Contrast
controls difference in brightness between subjects. Increasing the Contrast
value will brighten the light areas and darken the rest.
Camera Distance Fade
Computes a value that will fade “in” (1.0) or “out” (0.0) when a particle is a given distance from the camera. When the particle reaches the Fade In Distance
, the value becomes 1.0, and when the particle reaches the Fade Out Distance
, it becomes 0.0. This is useful for controlling particle attributes such as alpha or size. Default values are useful for fading particles out when they are close to the camera.
Cartesian to Polar
Converts from Cartesian coordinates (x,y) to Polar coordinates (r,θ).
Cartesian to Spherical
Converts from Cartesian (x,y,z) to Spherical (r,θ,φ) coordinates.
Color Ramp Sample
Sample 1D Ramp texture with X coordinate exposed.
Chroma Mask
By giving a desired image/color input, this Sub-Graph
keys out Selected Color
with Threshold
and Slope
controls, outputting a black and white mask.
Color Replacement
It replaces values from Color to Replace
with New Color.
Simply plug in Input, and tweak Range
and Threshold
for better results.
Diamond Gradient
Transition of Color A
to Color B
along a direction of increasing distance to the center. Creates a diamond shape gradient with controls of offsets and scale. If a non stretched result is preferred, rescale the Scale
value according to the resolution.
Directional blur
Post Effect graph, applies directional blur on to an input texture. Angle goes from 0 to 360 degrees.
Distortion
Post Effect graph, distorts Background Texture
with given Noise Texture.
Time
can be animated by script or just simply plug in an Elapsed Time
node.
Edge Detection
Post Effect graph, this graph identifies the boundaries of objects within the given texture. Width changes the thickness of the lines. Adjust Contrast and Brightness for fine adjustments.
Gaussian Blur
Post Effect graph, a simple gaussian kernel to reduce image noise and detail. Blur Factor
settings can be adjusted to control the blur amount. For this subgraph to work, Pixel Size
and TexCoords
has to be connected as well as Mipmaps
is enabled in the Material setting for this sub-graph to make it work properly.
You can enable Expose Size Out
in the Texture 2D Object Parameter
node and connect it to the Gaussian Blur's Pixel Size
, as well as TexCoords
to Screen UV coords
. Take a look at the image below for an example.
Linear Gradient
Creates a linear gradient transition from Color A
to Color B
along a line from Point A
to Point B
. The bigger the Scale
, the shaper the gradient becomes. If a non stretched result is preferred, rescale the Scale
value according to the resolution.
Parabola
Computes a parabola where Input
is the point along the X axis of the curve, and Exponent
is the slope of the curve, with higher values causing sharper peaks. This is useful to create a customizable up and down ramp from a linear value such as particle age ratio (0-1) or a uv coordinate axis.
Polar to Cartesian
Converts from Polar coordinates (r,θ) to Cartesian (x,y) coordinates.
Quad Gradient
Useful for Post Effect graphs, assigns each quad corner a different color.
Radial Gradient
Useful for Post Effect graphs, transitions from Inner Color
to Outer Color
along a direction of increasing distance to the Center Offset
point. Inner Radius
controls the size of the circle. The lower the Softness
value the sharper the results will become. If you prefer a non stretched result, rescale the Scale
value according to the resolution.
Reflected Gradient
Useful for Post Effect graphs. Creates a transition from Outer Color
to Inner Color
and back to Outer Color
.Point A
defines where the Inner Color
starts, Point B
defines where the Inner Color
ends.
Shape
Useful for Post Effect graphs, this Sub-Graph
draws a shape based on given Sides
and Softness
value. Users can adjust Scale
accordingly to match aspect ratio.
If using input values for Sides
, note that the step default is set to 1.0, but the minimum value should be 3.0.
Spherical to Cartesian
Converts from Spherical (r,θ,φ) to Cartesian (x,y,z) coordinates.
Triplanar Noise
This sub-graph maps Noise (Simplex) without using UV coordinates. This method doesn't rely on UVs so it can be applied to any mesh. By default, optimization is set to use only 2 samples instead of 3.
Triplanar Texture
This sub-graph maps an input Texture
without relying on UV coordinates. It comes in handy when users are working with a mesh that doesn't contain UV information. By default, optimization is set to use only 2 samples instead of 3.
Waveform Saw
Generates a saw waveform. Speed
is controlled by an Elapsed Time
node inside of the Sub-Graph
, setting to 0 will turn off the animation.
Waveform Sine Cosine
This Graph contains both Sine
and Cosine
calculations. Users can double click on the Sub-Graph
node to dive in and simply connect the Output node to Sine or Cosine, the default is set to Sine. Speed
is controlled by an Elapsed Time
node, setting Speed
to 0 will turn off the animation.
Zoom Blur
Similar to Post Effect Radial Blur, creates a radial blur effect. The closer Inner Radius
is to Outer Radius
the sharper the result looks. Radial Center
controls the offset, the higher the Strength
value the more stepped the result becomes.