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Version: 5.x

Nodes

AABB Max

Returns the maximum value in each dimension of the axis-aligned bounding box containing the mesh.

AABB Min

Returns the minimum value in each dimension of the axis-aligned bounding box containing the mesh.

ACos

Returns the arccosine of the value in radians.

ASin

Returns the arcsine of the value in radians.

ATan

Returns the arctangent of the value in radians.

ATan2

Returns the angle (in radians) formed by the horizontal offset X and vertical offset Y.

Abs

Returns the absolute (positive) value of the input.

Add

Returns the sum of the input values.

Add One

Returns 1 added to the value.

And

Returns 1 if both input values are non-zero, otherwise returns 0.

Blend

Combines two input colors using one of several Blend modes.

Bool Parameter

Adds a boolean parameter to the material.

Bool Value

Returns a predefined boolean value.

Camera Aspect

Aspect ratio (width / height) of the camera.

Camera FOV

Field of view of the camera in degrees.

Camera Facing Ratio

Ratio, from 0 to 1, that this surface is facing the camera.

Camera Far

Far plane distance of the camera.

Camera Forward

Direction vector that the camera is facing.

Camera Near

Near plane distance of the camera.

Camera Position

World position of the camera.

Camera Right

Camera's right facing direction vector.

Camera Up

Camera's up facing direction vector.

Ceil

Returns the input value rounded up to the next largest whole number.

Clamp

Clamps the value within a minimum and maximum range.

Color Parameter

Adds a color parameter to the material.

Color Value

Returns a predefined color value.

Combine Normals

Averages multiple normal vectors using input strengths as weights.

Conditional

Returns the False input if the passed in value is 0, otherwise returns the True input.

Construct Matrix

Constructs a new matrix using the provided columns.

Construct Vector

Combines multiple input values into a single output value.

Cos

Returns the cosine of the Radians input angle.

Cross

Returns the cross product of the input vectors.

Custom Code

Write GLSL shader functions directly in the graph system.

Custom Code

Write GLSL shader functions directly in a VFX Spawn container.

Custom Code

Write GLSL shader functions directly in a VFX Update container.

Custom Code Global

Returns a Global variable as defined by the user on Custom Code Nodes. Globals can be used to inject portions of the graph system into a Code Node.

Custom Pixel Code

Write GLSL shader functions directly in a VFX Output container for a pixel shader.

Custom Vertex Attribute

Returns the value of a custom vertex attribute of the current surface. Custom vertex attributes can be added to meshes using the MeshBuilder script API.

Custom Vertex Code

Write GLSL shader functions directly in a VFX Output container for a vertex shader.

DDX

Computes the partial derivative of the neighboring horizontal pixels in screen space.

DDY

The partial derivative of vertical pixels.

Degrees

Converts a number from radians to degrees.

Delta Time

Time elapsed since last frame.

Depth

Returns the camera depth of the surface

Discard

Discard the current pixel if the given conditions are met.

Distance

Returns the distance between the two input points.

Divide

Returns A divided by B.

Dot Product

Returns the dot product of the two input vectors.

DropList Parameter

Adds a dropdown list parameter to the material.

Droplist Import

Exposes a dropdown list parameter on the sub-graph. This value can be modified through the Graph Properties panel.

Elapsed Time

Total time elapsed.

Environment Sample

Returns the color of the environment map light given a direction and mipmap level (LOD).

Exp

Returns the natural exponentiation of the input value.

Exp2

Returns 2 raised to the power of the input value.

FWidth

The absolute sum of DDX and DDY.

FaceForward

Flips the supplied surface normal to face in the opposite direction I.

Faceted Normal

Returns flat normals to give a polygonal, faceted look. Plug this into the Override node (after PBR) to achieve the effect.

Flipbook Coords

Converts coordinates to match frames on a flipbook sheet.

Flipbook Sample

Samples color from an animated flipbook sheet texture.

Float Array Object Export

Exports a Float Array object to outside of the sub-graph.

Float Array Object Import

Imports a Float Array Object into the sub-graph.

Float Array Object Parameter

Adds a float array parameter to the material.

Float Array Object Value

Creates a predefined Float Array, and returns it as an object so it can be sampled or passed in to a sub-graph.

Float Array Parameter

Adds a float array parameter to the material and samples a value from it.

Float Array Value

Creates a static Float Array value, and samples and returns the array value at the specified index.

Float Export

Exports a float value to outside of the sub-graph.

Float Import

Imports a float value into the sub-graph.

Float Parameter

Adds a float parameter to the material.

Float Value

Returns a predefined float value.

Floor

Returns the input value rounded down to the next smallest whole number.

Flow Map Sample

Samples a texture with distorted coordinates from a given vector field, also known as a flow map.

Fluctuate

Automatically animates a value over time, ping-ponging between start and end values.

Fract

Returns the fractional part of the input value.

Get Array Size

Returns the number of elements in the passed in Float Array object.

Get Object Transform

Returns transform values of the scene object.

Gradient

Returns the value of a linearly interpolated procedural gradient. The sample position is a 0-1 value given by the Ratio input.

HSV to RGB

Converts a color from HSV (Hue, Saturation, Value) to RGB (Red, Green, Blue).

Hue to RGB

Converts a hue value to an RGB (Red, Green, Blue) color.

If / else

Returns the first Value where the matching Condition is true (not 0), or returns Default if all are 0.

Instance Count

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

Instance ID of the instance being drawn. Used with the material's "Instance Count" property.

Instance Ratio

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.

Int Parameter

Adds an integer parameter to the material.

Int Value

Returns a predefined integer value.

Interpolate

Shifts data from the vertex shader to the pixel shader, which can save computation time.

Inverse Sqrt

Returns 1 divided by the square root of the input value.

Is All

Returns 1 if all elements of the input vector are non-zero, returns 0 otherwise.

Is Any

Returns 1 if any element of the input vector is non-zero, otherwise returns 0.

Is Equal

Returns 1 if A == B, returns 0 otherwise. This is calculated separately for each channel.

Is Fallback Mode

Provides a way to bypass advanced shader features and effects which can improve stability and performance on a wide variety of devices.

Is Front Facing

Returns 1 if the surface is front facing, 0 if back facing.

Is Greater

Returns 1 if A > B, returns 0 otherwise. This is calculated separately for each channel.

Is Greater or Equal

Returns 1 if A >= B, returns 0 otherwise. This is calculated separately for each channel.

Is Less

Returns 1 if A < B, returns 0 otherwise. This is calculated separately for each channel.

Is Less or Equal

Returns 1 if A <= B, returns 0 otherwise. This is calculated separately for each channel.

Is Not Equal

Returns 1 if A != B, returns 0 otherwise. This is calculated separately for each channel.

Kill Particle

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.

LUT 3D

Converts the color using a lookup table texture.

Length

Returns the length of the vector.

Light Color

When used with a Loop (Lights) node, returns the color value of the current Light.

Light Direction

When used with a Loop (Lights) node, returns the world direction vector the current Light is facing.

Light Intensity

When used with a Loop (Lights) node, returns the intensity value of the current Light.

Light Position

When used with a Loop (Lights) node, returns the world position of the current Light.

Linear Tone Mapping

Applies a tone mapping curve that is mostly linear, but trails off in the shoulder region to avoid abrupt highlight clipping. It is applied automatically when PBR is used.

Linear to sRGB

Converts from linear colorspace to sRGB colorspace.

Log

Returns the natural logarithm of the input value.

Log10

Returns the base 10 logarithm of the input value.

Log2

Returns the base 2 logarithm of the input value.

Loop ( 4x )

Creates a loop that executes multiple times and returns a single result.

Loop ( Dynamic )

Creates a dynamically sized loop that executes multiple times and returns a single result.

Loop ( Lights )

Creates a loop that executes once for each Light affecting the object and returns a single result.

Loop ( Triplanar UV )

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.

Loop Count

When used with a Loop node, returns the total iteration count for the matching Loop.

Loop Iteration

When used with a Loop node, returns the current iteration number for the matching loop.

Loop Ratio

When used with a Loop node, returns the ratio of the current iteration compared to total iterations.

Luminance

Outputs the luminance (grayscale) value of the color.

Matrix

Outputs a transformation matrix from the engine, based on the selected Type.

Matrix Export

Exports a matrix to outside of the sub-graph.

Matrix Import

Imports a matrix into the sub-graph.

Matrix Parameter

Adds a matrix parameter to the material.

Matrix Transpose

Returns the transpose of the input matrix.

Matrix Value

Returns a predefined matrix value that can be used with other nodes.

Max

Returns the greatest value among all inputs.

Min

Returns the lowest value among all inputs.

Mix

Returns a value interpolated between A and B.

Mixer

Highly configurable node that can mix many types of input and output.

Mod

Performs a modulo operation.

Modify Attribute

Overwrites, adds, or multiplies particle attributes depending on the Operation selected. This is the primary way of manipulating particle data.

Multiply

Multiplies all inputs and returns the product.

Negate

Multiples a value by -1.

Noise ( Simplex )

Generates a random value using simplex noise.

Normalize

Returns the input vector normalized so that its length equals 1.

Not

Returns 1 if the value is 0, otherwise returns 0. This is calculated separately for each channel.

Offset Coords

Applies a horizontal and vertical offset to coordinates.

One Minus

Returns the value subtracted from 1.

Or

Returns 1 if either input value is non-zero, otherwise returns 0.

Output Quad

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.

Override

Overrides the surface information of all nodes connected through its Input port.

PBR ( Lighting )

Uses Physically Based Rendering (PBR) to calculate a lighting based color output.

PI

Various version of the PI constant

Pack

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.

Parallax Coords

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.

Particle ( Get Attribute )

Gets the value of a particle attribute. Use the Attribute drop-down menu to choose what attribute to return.

Particle ( Get Setting )

Retrieves various particle settings that are either set or derived from the Spawn Particle container.

Particle Random

Returns a unique, per-particle random value between Min and Max, extremely useful to get variation in the particle system.

Pixelize Coords

Rounds coordinates into chunks, creating a pixelization effect.

Posterize

Rounds the input value into several possible results, creating a posterization effect.

Pow

Raises a value to an exponential power.

Preview

Displays the preview of the graph output up to this node.

Primitive Count

Outputs the total number of primitives in the mesh being rendered.

RGB to HSV

Converts a color from RGB (Red, Green, Blue) to HSV (Hue, Saturation, Value).

Radians

Converts a number from degrees to radians.

Random Noise

Returns a random value based on the seed.

ReColor

Separately recolors the R,G,B channels of the input.

Reciprocal

Returns the result of dividing 1 by the value.

Reflect

Returns the I vector reflected over the N normal.

Reflection Vector

Returns the view vector reflected over the surface normal.

Refract

Refracts a vector through a normal.

Refraction Vector

Returns the view vector refracted through the surface.

Remap

Remaps a value from the input range to the output range.

Rim

Returns the ratio between the world normal and the direction to the camera.

Rotate Coords

Rotates coordinates around a center point.

Round

Rounds the value to the nearest whole number.

SRGB to Linear

Converts from sRGB colorspace to linear colorspace.

Sample Float Array

Samples a Float Array Object at a specific index and returns the value.

Saturation

Adjusts saturation on the color.

Scale Coords

Scales coordinates around a center point.

Scale and Offset

Scales and then offsets the value.

Scatter Coords

Moves the coordinates by a random amount, creating a scatter effect.

Screen UV Coord

Screen coordinates of the current surface.

Scroll Coords

Scrolls coordinates over time.

Sepia

Applies a sepia tone to the color.

Set Color ( Pixel )

Set final particle color output of the fragment shader.

Set Depth ( Pixel )

Writes a custom value to the depth buffer.

Set Vertex Normal

Set the normal direction vector of the quad surface.

Set Vertex Position

Set the position of the quad surface.

Set Vertex Tangent

Set the tangent direction vector of the quad surface.

Shadow Sample

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.

Sign

Returns the sign of the value.

Sin

Returns the sine of the Radians input angle.

Smoothstep

Returns a value smoothly interpolated between A and B.

Spawn Particle

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.

Split Matrix

Splits a matrix into its individual columns or rows.

Split Vector

Splits a single input value into multiple configurable output values.

Sqrt

Returns the square root of the input value.

Step

Returns 1 if B is greater than A, and 0 otherwise.

Sticky Note

A sticky note node that lets you write multiline comments and descriptions anywhere in the graph. This node can be resized to any dimension. It is similar to the Comment box, but the text goes inside the node area instead of on top.

Sub-Graph

Encapsulates a group of nodes into a single node, specifically for use on particle container nodes (Spawn, Update, and Output).

Sub-Graph

Encapsulates a group of nodes into a single node with exposed imports and exports.

Subtract

Returns the result of subtracting B from A.

Subtract One

Returns 1 subtracted from the value.

Surface Bitangent

Returns the Bitangent direction vector of the surface.

Surface Color

Vertex color of the surface.

Surface Normal

Normal direction of the surface.

Surface Position

Position of the surface.

Surface Tangent

Tangent direction of the surface.

Surface UV Coord

UV 0 coordinates of the surface.

Swirl Coords

Swirls coordinates around a center point.

Switch

Returns a Case value based on the passed in Switch index.

Swizzle

Mixes the input's channels based on a formatting string. For example, "yx1" will return (input.y, input.x, 1).

Tan

Returns the tangent of the Radian input angle.

Texture 2D Array Object Parameter

Exposes a texture array parameter on the material. This value can be modified through the Inspector panel or by script at runtime.

Texture 2D Array Parameter

Exposes a texture array parameter on the material. This value can be modified through the Inspector panel or by script at runtime. In addition, this node automatically samples the texture and returns the color value.

Texture 2D Array Sample

Samples a Texture 2D Array Object at the given Array Index.

Texture 2D Object Parameter

Adds a texture object parameter to the material.

Texture 2D Parameter

Adds a texture object parameter to the material, and returns the sampled color.

Texture 2D Sample

Returns the pixel value of a Texture object at the given coordinates.

Texture 3D Object Parameter

Exposes a 3d texture object parameter on the material. This value can be modified through the Inspector panel or by script at runtime.

Texture 3D Parameter

Adds a 3D texture object parameter to the material, and returns the sampled color.

Texture 3D Sample

Returns the pixel value of a 3D Texture object at the given coordinates.

Texture Cube Object Parameter

Exposes a texture cube parameter on the material.

Texture Cube Parameter

Adds a texture cube parameter on the material and returns the sampled color at the given a 3D direction vector

Texture Cube Sample

Returns the pixel value of a Texture Cube object at the given a 3D direction vector.

Texture Object 2D Import

Imports a Texture2D value into the sub-graph.

Transform Vector

Transforms a position from one type of space to another.

Transform by Matrix

Transforms B by A using multiplication. A and B can be configured to be either vectors or matrices.

Triplanar UV Coord

Returns the projected UV coordinate when used with Loop ( Triplanar UV ).

UnPack

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.

Update Particle

The Update stage of the particle simulation. Modify Attribute nodes added to this container are processed every frame the particle exists.

Vertex ID

Outputs the vertex index of the surface.

View Vector

Direction vector from the surface position to the camera.

Voronoi Noise

Creates procedural noise using a "cellular" voronoi algorithm.

XOr

Returns 1 if exactly one of the inputs equals 0. Otherwise, returns 0.

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