Port Bindings
Description
Some input Ports might have Port Bindings. This means there is an expectation of the data that should be supplied to the Port, such as a Normal Vector or UV. However, a Port Binding only affects a Port that does not have a connected Edge. These Ports still have a regular Data Type that define what Edges can be connected to them.
In practice this means that if no Edge is connected to the Port the default data used in that port will be taken from its Port Binding. A full list of Port Bindings and their associated default options is found below.
Port Bindings List
Name | Data Type | Options | Description | |
---|---|---|---|---|
Bitangent | Vector 3 | Vertex or fragment bitangent, label describes expected transform space | ||
Color | Vector 4 | RGBA Color picker | ||
ColorRGB | Vector 3 | RGB Color picker | ||
Normal | Vector 3 | Vertex or fragment normal vector, label describes expected transform space | ||
Position | Vector 3 | Vertex or fragment position, label describes expected transform space | ||
Screen Position | Vector 4 | Default, Raw, Center, Tiled | Vertex or fragment position in screen space. Dropdown selects mode. See Screen Position Node for details | |
Tangent | Vector 3 | Vertex or fragment tangent vector, label describes expected transform space | ||
UV | Vector 2 | UV0, UV1, UV2, UV3 | Mesh UV coordinates. Dropdown selects UV channel. | |
Vertex Color | Vector 4 | RGBA vertex color value. | ||
View Direction | Vector 3 | Vertex or fragment view direction vector, label describes expected transform space |