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    Input Nodes

    Basic

    Boolean Color
    A flow diagram with a labeled node titled "Boolean" and an output labeled "out(B)". The output is connected via an arrow pointing outward, indicating the result of a Boolean operation. A diagram featuring a single element labeled "Boolean" with an output connection marked "out(B)". An arrow extends from this output, indicating the flow of a Boolean value from the node. The design implies a logic or data flow representation centered around Boolean values.
    Defines a constant Boolean value in the shader. Defines a constant Vector 4 value in the shader using a Color field.
    Constant Integer
    A diagram with a node labeled "Constant" and an output labeled "Out(1)". Below it, the symbol "PI" is displayed, with a downward arrow pointing toward it. A node labeled "Integer" with an output labeled "out(1)". Next to it is the number 0, indicating that the node outputs the integer value zero.
    Defines a Float of a mathematical constant value in the shader. Defines a constant Float value in the shader using an Integer field.
    Slider Time
    A slider control with an output labeled "out(1)". Below the slider, there is a range indicated by Min 0 on the left and Max 1 on the right. The current slider value is shown as 0, suggesting it is set at the minimum end of the range. A node labeled Time with multiple outputs, each named and connected as follows: Time(1), Sine Time(1), Cosine Time(1), Delta Time(1), Smooth Delta(1).
    Defines a constant Float value in the shader using a Slider field. Provides access to various Time parameters in the shader.
    Float Vector 2
    A Vector node with a label for the X component set to 0. There is a connection marked X(1) leading to an output labeled out(1). An arrow extends from the output, indicating the flow of this vector’s X value through the system. a Vector 2 node with two components: X set to 0, connected via X(1) to an output labeled out(2), Y set to 0, connected via Y(1). Arrows indicate the flow of these two values from their respective outputs.
    Defines a Float value in the shader. Defines a Vector 2 value in the shader.
    Vector 3 Vector 4
    A Vector 3 node with three components: X set to 0, connected via X(1) to an output labeled out(3), Y set to 0, connected via Y(1), Z set to 0, connected via Z(1); Each component has arrows indicating the flow of these values, representing a three-dimensional vector output. A Vector 4 node with four components: X set to 0, connected via X(1) to an output labeled Out(4), Y set to 0, connected via Y(1), Z set to 0, connected via Z(1), W set to 0, connected via W(1). Each component is linked with arrows, showing the flow of these four values representing a four-dimensional vector output.
    Defines a Vector 3 value in the shader. Defines a Vector 4 value in the shader.

    Geometry

    Bitangent Vector Normal Vector
    A Bitangent Vector node with an output labeled out(3). Below the label, there are two options or modes indicated: Space and World, with an arrow pointing down toward World. This suggests the vector can be interpreted or output in different coordinate spaces, with the current selection being World space. A Normal Vector node with an output labeled Out(3). Below it, there are two options: Space and World, with an arrow pointing downward toward World. This indicates the vector can be output in different coordinate spaces, currently set to World space.
    Provides access to the mesh vertex or fragment's Bitangent Vector. Provides access to the mesh vertex or fragment's Normal Vector.
    Position Screen Position
    A Position node with an output labeled Out(3). Below it, there are two options: Space and World, with a downward arrow pointing at World. This indicates the position value can be represented in different coordinate spaces, currently set to World space. A Position node with an output labeled Out(3). Beneath it, there are two selectable options: Space and World, with an arrow indicating the selection is set to World space. This suggests the position value is provided relative to the world coordinate system.
    Provides access to the mesh vertex or fragment's Position. Provides access to the mesh vertex or fragment's Screen Position.
    Tangent Vector UV
    A Tangent Vector node with an output labeled Out(3). Below it, two options are listed: Space and World, with an arrow pointing downward toward World. This indicates the vector can be output in different coordinate spaces, currently set to World space. A Tangent Vector node with an output labeled Out(3). Below it, two options are listed: Space and World, with an arrow pointing downward toward World. This indicates the vector can be output in different coordinate spaces, currently set to World space.
    Provides access to the mesh vertex or fragment's Tangent Vector. Provides access to the mesh vertex or fragment's UV coordinates.
    Vertex Color View Direction
    a Vertex Color node with an output labeled Out(4). An arrow extends from the output, indicating the flow of a four-component color value, typically representing RGBA data. A View Direction node with an output labeled Out(3). Below it, two options are shown: Space and World, with a downward arrow pointing to World, indicating the current coordinate space for the view direction vector.
    Provides access to the mesh vertex or fragment's Vertex Color value. Provides access to the mesh vertex or fragment's View Direction vector.
    Vertex ID
    A Vertex ID node with an output labeled out(1).
    Provides access to the mesh vertex or fragment's Vertex ID value.

    Gradient

    Blackbody Gradient
    A node labeled Tempnat with an output labeled out(3). An arrow points outward from the output. a Gradient node with an output labeled out(G). An arrow extends from the output.
    Samples a radiation based gradient from temperature input (in Kelvin). Defines a constant Gradient in the shader.
    Sample Gradient
    A Sample Gradient node with two main elements: An input labeled Gradient, an output labeled out(4). There is also an input labeled X set to 0, connected via Time(1).
    Samples a Gradient given the input of Time.

    Matrix

    Matrix 2x2 Matrix 3x3
    A Matrix 2x2 node with an output labeled Out(2x2). The matrix elements are all set to 0, arranged in a 2-by-2 grid. A Matrix 3x3 node with an output labeled Out(3x3). The matrix is displayed as a 3-by-3 grid with all elements set to 0.
    Defines a constant Matrix 2x2 value in the shader. Defines a constant Matrix 3x3 value in the shader.
    Matrix 4x4 Transformation Matrix
    A Matrix 4x4 node with an output labeled Out(4x4). The matrix is displayed as a 4-by-4 grid with all elements set to 0. A Transformation Matrix node with an output labeled Out(4x4). Below it, there is a dropdown or selection labeled Model with a downward arrow.
    Defines a constant Matrix 4x4 value in the shader. Defines a constant Matrix 4x4 value for a default Unity Transformation Matrix in the shader.

    Mesh Deformation

    Compute Deformation Node Linear Blend Skinning Node
    A Compute Deformation node with three outputs: Deformed Position, Deformed Normal, Deformed Tangent. A Linear Blend Skinning node with three pairs of inputs and outputs: Vertex Position(3) input connected to Skinned Position(3) output, Vertex Normal(3) input connected to Skinned Normal(3) output, Vertex Tangent(3) input connected to Skinned Tangent(3) output.
    Passes compute deformed vertex data to a vertex shader. Only works with the Entities Graphics package. Applies Linear Blend Vertex Skinning. Only works with the Entities Graphics package.

    Sprite Deformation

    Sprite Skinning Node
    A Linear Blend Skinning node with three pairs of inputs and outputs, each handling 3-component vectors: Vertex Position(3) connected to Skinned Position(3) output, Vertex Normal(3) connected to Skinned Normal(3) output, Vertex Tangent(3) connected to Skinned Tangent(3) output.
    Applies Vertex Skinning on Sprites. Only works with the 2D Animation.

    PBR

    Dielectric Specular Metal Reflectance
    A Dielectric Specular node with an output labeled Out(1). Below it, there are settings including: Material with an option labeled Common and a dropdown arrow, Range set to LJ 0.5, IOR (Index of Refraction) set to 1. A Metal Reflectance node with an output labeled out(3). Below it, there is a Material option set to Iron with a dropdown arrow.
    Returns a Dielectric Specular F0 value for a physically based material. Returns a Metal Reflectance value for a physically based material.

    Scene

    Ambient Camera
    An Ambient node with three outputs: Color/Sky(3), Equator(3), Ground(3). A Camera node with multiple outputs: Position(3), Direction(3), Orthographic(1), Near Plane(1), Far Plane(1), Z Buffer Sign(1), Width(1), Height(1).
    Provides access to the Scene's Ambient color values. Provides access to various parameters of the current Camera.
    Fog Baked GI
    A Fog node with: An input labeled Object Space Position(3), outputs labeled Color(4) and Density(1).
    Provides access to the Scene's Fog parameters. Provides access to the Baked GI values at the vertex or fragment's position.
    Object Reflection Probe
    An Object node with two outputs: Position(3), Scale(3). A Reflection Probe node with several elements: An input labeled Object Space View Dir(3) connected to an output labeled Out(3), an input labeled Object Space Normal(3), an input labeled X set to 0, connected via LOD(1).
    Provides access to various parameters of the Object. Provides access to the nearest Reflection Probe to the object.
    Scene Color Scene Depth
    A Scene Color node with: An input labeled Default, an output labeled Out(4). A Scene Depth node with: An input labeled Default UV(4), an output labeled out(1), a setting or option labeled Sampling Linear 01.
    Provides access to the current Camera's color buffer. Provides access to the current Camera's depth buffer.
    Screen Eye Index
    A Screen node with two outputs: Width(1), Height(1). An Eye Index node with an output labeled Out(1).
    Provides access to parameters of the screen. Provides access to the Eye Index when stereo rendering.

    Texture

    Cubemap Asset Sample Cubemap
    A Cubemap Asset node with an output labeled out(C). Below it, there is a dropdown or selector displaying None (Cubemap). A Sample Cubemap node with: An input labeled None (Cubemap), an input labeled World Space connected to pijr(3), an input labeled x set to 0, connected to LoD(1), an output labeled Out(4).
    Defines a constant Cubemap Asset for use in the shader. Samples a Cubemap and returns a Vector 4 color value for use in the shader.
    Sample Reflected Cubemap Node Sample Texture 2D
    A Sample Cubemap node with several inputs and an output: An input labeled None (Cubemap) connected to Cube(C), inputs labeled Object Space ViewDir(3) and Object Space Normal(3), an input labeled Sampler(SS), an input labeled X set to 0, connected to LOD(1), an output labeled Out(4). A Sample Texture 2D node with: An input labeled None (Texture) connected to Texture(T2), an input labeled UV(2), an input labeled Sampler(SS), multiple outputs labeled RGBA(4), R(1), G(1), B(1), and A(1), two dropdown options: Type set to Default, and Space set to Tangent.
    Samples a Cubemap with reflected vector and returns a Vector 4 color value for use in the shader. Samples a Texture 2D and returns a color value for use in the shader.
    Sample Texture 2D Array Sample Texture 2D LOD
    A Sample Texture 2D Array node with: An input labeled None (Texture) connected to Texture Array (T2A), an input labeled X set to 0, connected to Index(1), an input labeled UV connected to UV(2), an input labeled Sampler(SS), multiple outputs labeled RGBA(4), R(1), G(1), B(1), and A(1). A Sample Texture 2D LOD node with: An input labeled None (Texture) connected to Texture(T2), an input labeled UV(2), an input labeled Sampler(SS), an input labeled X set to 0, connected to LOD(1), multiple outputs labeled RGBA(4), R(1), G(1), B(1), and A(1), two dropdown options: Type set to Default, and Space set to Tangent.
    Samples a Texture 2D Array at an Index and returns a color value for use in the shader. Samples a Texture 2D at a specific LOD and returns a color value for use in the shader.
    Sample Texture 3D Sample Virtual Texture
    A Sample Texture 3D node with: An input labeled None (Texture) connected to Texture(T3), inputs labeled X 0, Y 0, Z 0 combined as UV(3), an input labeled Sampler(SS), an output labeled Out(4). A Sample Virtual Texture node with: An input labeled UV(2), an input labeled VT(VT) connected to Virtual Texture (VT), four outputs labeled Out(4), Out2(4), Out3(4), and Out4(4).
    Samples a Texture 3D and returns a color value for use in the shader. Samples a Virtual Texture and returns color values for use in the shader.
    Sampler State Texture Size
    A Sampler State node with an output labeled Out(SS). Below it are settings including: Filter set to Linear, Wrap set to Repeat. A Texture Size node with: An input labeled None (Texture) connected to Texture(T2), outputs labeled Width(1), Height(1), Texel Width(1), and Texel Height(1).
    Defines a Sampler State for sampling textures. Returns the Width and Height of the texel size of Texture 2D input.
    Texture 2D Array Asset Texture 2D Asset
    A Texture 2D Array Asset node with an output labeled Out(T2A). Below it, there is a dropdown or selector displaying None (Texture 2D Array). A Texture 2D Asset node with an output labeled Out(T2). Below it, there is a dropdown or selector displaying None (Texture).
    Defines a constant Texture 2D Array Asset for use in the shader. Defines a constant Texture 2D Asset for use in the shader.
    Texture 3D Asset
    A Texture 3D Asset node with an output labeled Out(T3). Below it, there is a dropdown or selector displaying None (Texture 3D).
    Defines a constant Texture 3D Asset for use in the shader.
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