Nodes > Main > Shader
The final outputs of the vertex and fragment shaders.
Inputs
Name | Type | Description |
---|---|---|
Color (Pixel) | color | Final color output of the fragment shader |
Depth | float | The depth value that should be output by the fragment shader |
World Position (Vertex) | float | Final vertex world position to output from the vertex shader |
World Normal (Vertex) | float | Final normal vector to output from the vertex shader |
World Tangent (Vertex) | float | Final tangent vector to output from the vertex shader |
GSplat Point Size (Vertex) | float | Override the size (radius) of the splat, specified in pixels. |
Properties
Name | Type | Description |
---|---|---|
Type | dropdown | If set to post effect, it will skip all world vertex positioning, useful for making screen space shader. If set to Hair, this material must be assigned to a Hair Mesh Visual to be rendered properly. Transforms vertices using data from the Hair Mesh Visual component. |
Depth | bool | When enabled, allows custom depth values to be set. |
Depth Mode | dropdown | Depth Mode |
Motion Vector Pass | dropdown | Motion Vector Pass |
Allow Negative Colors | bool | If enabled, negative values will be allowed in the final color output |
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