Input Nodes
Basic
Boolean | Color |
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Defines a constant Boolean value in the shader. | Defines a constant Vector 4 value in the shader using a Color field. |
Constant | Integer |
Defines a Vector 1 of a mathematical constant value in the shader. | Defines a constant Vector 1 value in the shader using an Integer field. |
Slider | Time |
Defines a constant Vector 1 value in the shader using a Slider field. | Provides access to various Time parameters in the shader. |
Vector 1 | Vector 2 |
Defines a Vector 1 value in the shader. | Defines a Vector 2 value in the shader. |
Vector 3 | Vector 4 |
Defines a Vector 3 value in the shader. | Defines a Vector 4 value in the shader. |
Geometry
Bitangent Vector | Normal Vector |
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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 |
Provides access to the mesh vertex or fragment's Position. | Provides access to the mesh vertex or fragment's Screen Position. |
Tangent Vector | UV |
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 |
Provides access to the mesh vertex or fragment's Vertex Color value. | Provides access to the mesh vertex or fragment's View Direction vector. |
Gradient
Blackbody | Gradient |
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Samples a radiation based gradient from temperature input (in Kelvin). | Defines a constant Gradient in the shader. |
Sample Gradient | |
Samples a Gradient given the input of Time. |
Matrix
Matrix 2x2 | Matrix 3x3 |
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Defines a constant Matrix 2x2 value in the shader. | Defines a constant Matrix 3x3 value in the shader. |
Matrix 4x4 | Transformation Matrix |
Defines a constant Matrix 4x4 value in the shader. | Defines a constant Matrix 4x4 value for a default Unity Transformation Matrix in the shader. |
PBR
Dielectric Specular | Metal Reflectance |
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Returns a Dielectric Specular F0 value for a physically based material. | Returns a Metal Reflectance value for a physically based material. |
Scene
Ambient | Camera |
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Provides access to the Scene's Ambient color values. | Provides access to various parameters of the current Camera. |
Fog | Baked GI |
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 |
Provides access to various parameters of the Object. | Provides access to the nearest Reflection Probe to the object. |
Scene Color | Scene Depth |
Provides access to the current Camera's color buffer. | Provides access to the current Camera's depth buffer. |
Screen | |
Provides access to parameters of the screen. |
Texture
Cubemap Asset | Sample Cubemap |
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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 Texture 2D | Sample Texture 2D Array |
Samples a Texture 2D and returns a color value for use in the shader. | Samples a Texture 2D Array at an Index and returns a color value for use in the shader. |
Sample Texture 2D LOD | Sample Texture 3D |
Samples a Texture 2D at a specific LOD and returns a color value for use in the shader. | Samples a Texture 3D and returns a color value for use in the shader. |
Sample Virtual Texture | Sampler State |
Samples a Virtual Texture and returns color values for use in the shader. | Defines a Sampler State for sampling textures. |
Texel Size | Texture 2D Array Asset |
Returns the Width and Height of the texel size of Texture 2D input. | Defines a constant Texture 2D Array Asset for use in the shader. |
Texture 2D Asset | Texture 3D Asset |
Defines a constant Texture 2D Asset for use in the shader. | Defines a constant Texture 3D Asset for use in the shader. |