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    Visual Compositor Nodes

    • Add
    • Bandpass Filter
    • Blend
    • Color Channel
    • Color Mask
    • Comment
    • Difference
    • Directional Mask
    • Drawn Edges
    • Easy Color Adjustment
    • GameObject
    • Group
    • HSV
    • Invert
    • Layer
    • Level Adjustment
    • Linear Gradient
    • Multipass Gaussian Blur
    • Multiply
    • Preview
    • Render
    • Render Texture
    • Selection Group
    • Selection Group Color Render
    • Selection Group Difference
    • Selection Group Intersection
    • Selection Group Union
    • Shadow Render
    • Solid Color
    • Spherical Gradient
    • Streaming Image Sequence
    • Subtraction
    • Texture2D
    • Toon ClipMask Render
    • Transform

    Add

    AddNode

    Brightens the first input with the second input.
    Equation: A + B

    Bandpass Filter

    BandpassFilterNode

    Outputs a mask based on the red color of the input image between Low and High slider values.

    Blend

    BlendNode

    Blends input texture with the background texture, based on the following equation.
    Equation: blendModeEq(background, input) * opacity + background * (1.0 - opacity)

    Parameters Description
    Blend Mode The blend mode.
    Opacity The blend strength.
    Use Input Alpha Multiply opacity with the input alpha for blending.
    Premultiplied Alpha Ignores the left opacity in the above equation.
    Mask Channel The channel of the mask texture to be used in blending, if assigned.

    The effect of each blend mode for each color channel is as follows:

    Blend Mode RGB Alpha
    Add Adds both colors. Adds both alpha.
    Average Averages both colors. Averages both alpha.
    Color Burn Darkens the background color to reflect the input color by increasing the contrast. Outputs the input alpha.
    Color Dodge Brightens the background color to reflect the input color by decreasing the contrast. Outputs the input alpha.
    Darken Selects the darker color. Selects the lower alpha.
    Difference Subtracts the brighter color between the input and the background texture with the other. Selects the higher alpha.
    Exclusion Similar to Difference but with lower contrast. Selects the higher alpha.
    Glow Same as Reflect Same as Reflect
    Hard Light Same as Overlay Same as Overlay
    Hard Mix Changes all colors to primary colors (red, green, or blue), white, or black. Outputs the input alpha.
    Lighten Selects the brighter color. Selects the higher alpha.
    Linear Burn Darkens the background color to reflect the input color by decreasing the brightness. Same as RGB.
    Linear Dodge Same as Add Same as Add
    Linear Light Burns or dodges the colors by decreasing or increasing the brightness, depending if the input color is less than 0.5 or not. Outputs the input alpha.
    Multiply Multiplies both colors. Multiplies both alpha.
    Negation Calculates the absolute of the inverse of both added colors, and negates it Outputs the input alpha.
    Normal Outputs the input color. Outputs the input alpha.
    Overlay Multiplies or screens the colors, depending if the input color is less than 0.5 or not. Outputs the input alpha.
    Phoenix Outputs the inverse of the color differences. Outputs the input alpha.
    Pin Light Darkens or brightens the colors, depending if the input color is less than 0.5 or not. Same as RGB.
    Reflect Darkens the background color with the input color. Outputs the input alpha.
    Screen Multiplies the inverse of the input and background color. Outputs the input alpha.
    Soft Light Darkens or lightens the colors, depending if the input color is less than 0.5 or not. Outputs the input alpha.
    Subtract Subtracts the input color from the background color. Outputs the background alpha.
    Vivid Light Burns or dodges the colors by increasing or decreasing the contrast, depending if the input color is less than 0.5 or not. Outputs the input alpha.

    Notes:

    • Mask is only applied to the input texture.
    • If background texture size is prioritized to be the size of the output texture.

    Color Channel

    ColorChannelNode

    Outputs the selected color channel from the input.

    Parameters Description
    Color channel The color channel to show.
    Black And White Shows the chosen color channel as black and white.
    Force Alpha To One Force the alpha values of all pixels to one.

    Color Mask

    Creates a mask from input based on the specified color and tolerance.

    Comment

    CommentNode

    Adds a text label into the graph, which is used for documentation.

    Difference

    DifferenceNode

    Returns the difference of input textures.
    Equation: | A - B |

    Directional Mask

    DirectionalMaskNode

    This node takes a normal map as input, and produces a mask based on those normals and the X / Y slider values.

    Drawn Edges

    DrawnEdgesNode

    Draws edges based on color, normals, and depth.

    Easy Color Adjustment

    EasyColorAdjustmentNode

    Performs simple color adjustment on the input by applying an amount of saturation, contrast and sharpening.

    GameObject

    GameObjectNode

    Outputs the selected GameObject.

    Group

    GroupNode

    Groups nodes together with a title and a background color for organising the graph.

    Operation Steps
    Add to a group Drag and drop a node on top of the group.
    Remove from a group Do one of the following:
    1. Hold Shift and drag the node out of the group.
    2. Right-click on the node and select "Remove from Group".

    HSV

    HSVNode

    Simultaneously adjusts the hue, saturation, and brightness of the image.

    Invert

    InvertNode

    Invert the color of the input image.

    Layer

    LayerNode

    Only activated inside the layer stack, a layer node blends input with the layer result up to the previous layer. This is the same as Blend node, with the previous layer node result acting as the background texture.

    Create external texture output button is used to automatically create and assign a render texture to this node, which will get a copy of the intermediary result in the layer stack per frame.

    Level Adjustment

    LevelAdjustmentsNode

    Adjusts the contrast and the overall gamma of the input image.

    Linear Gradient

    LinearGradientNode

    Generates a linear gradient texture.

    Multipass Gaussian Blur

    MultipassGaussianBlurNode

    Blurs the input image.
    Note that the performance gets heavier with more passes.

    Multiply

    MultiplyNode

    Multiplies the color values of the two input textures.
    This is similar to using a Blend node with "multiply" selected as the blend mode.

    Preview

    PreviewNode

    Previews the graph output at a certain stage in the graph.

    Properties Description
    Export Render Texture If set, this node saves the intermediary output to the assigned render texture per frame.
    Preview in sRGB Preview the result in sRGB. Only functional in linear workflow.

    Render

    RenderingNode

    Renders a group of objects and lights with a specified camera into the output port (color).
    By default, all objects are rendered using all lights in the scene.

    Depending on the used render pipeline, this node can also provide additional output types when the corresponding ports are connected to other nodes. The following table describes the support and cost of each additional output type in each render pipeline.

    Built-In HDRP URP
    Matte ✔️ with an extra blit op ✔️ with an extra blit op ✔️ with an extra blit op.
    Not supported when the camera background is using skybox
    Depth ✔️ ✔️ ❌
    Normals ✔️ with an extra full render ✔️ ❌
    UVs ✔️ with an extra full render ❌ ❌

    Render Texture

    RenderTextureNode

    This node outputs the contents of a render texture.
    If the render texture is dependent on another node in the graph, the dependency port can be used to make sure this node is processed after the dependee.

    Selection Group

    SelectionGroupNodes

    This node outputs all the GameObjects in a Selection Group.

    There are also other nodes for operating with Selection Groups:

    1. Selection Group Difference
    2. Selection Group Intersection
    3. Selection Group Union

    Selection Group Color Render

    SelectionGroupColorRenderNode

    Renders objects with the colors of the selection groups to which the objects are assigned.
    By default, this node will render all objects, and the objects port can be used to render only selected objects.

    Properties Description
    Size The target resolution size.
    Camera The camera to used for rendering.
    Clear Flags Override the clear flags of the camera.
    Background Color Override the background color of the camera.
    Default Group Color The color for rendering objects not assigned in any group.
    Object Color If checked, the node will use this color to render objects instead of using selection group colors.
    Trim With Unselected Objs Let unselected objects trim rendered objects by using the depth buffer.

    Selection Group Difference

    SelectionGroupDifferenceNode

    Receives two selection groups as inputs, then outputs the members of group A that are not in group B.

    Selection Group Intersection

    SelectionGroupIntersectionNode

    Receives two selection groups as inputs, then outputs the group members which are common to both groups.

    Selection Group Union

    SelectionGroupUnionNode

    Combines all objects from two selection groups into one collection.

    Shadow Render

    ShadowRenderingNode

    Outputs the screenspace shadow map generated by Unity internally, based on:

    1. the LightShadow settings of lights included in the input port
    2. the shadow quality settings.

    Currently, this node only works for the built-in render pipeline.

    Solid Color

    Generates a solid color texture.

    Spherical Gradient

    SphericalGradientNode

    Generates a spherical gradient texture.

    Streaming Image Sequence

    StreamingImageSequenceNode

    Retrieves the current active frame of Streaming Image Sequence.

    Subtraction

    SubtractionNode

    Decreases the brightness of the first input based on the second input.
    Equation: A - B

    Texture2D

    Texture2DNode

    Allows a simple 2D texture to be inserted and used in the graph.

    Toon ClipMask Render

    ToonClipMaskRenderNode

    Working together with Unity Toon Shader, this node outputs color layers and mask layers of the final toon output into multiple render textures which are assigned to the node.
    Currently, this node only works for HDRP.

    This node is disabled by default in Edit Mode, because a separate render of the same set of objects is needed for each render texture, which can cause very slow performance.

    To enable it in Edit Mode, check the Preview in Editor checkbox.

    Transform

    TransformNode

    This node applies 2D transforms to the input image, allowing for scrolling and zooming effect.

    Parameters Description
    Size The target resolution size.
    Tex Wrap Mode Similar to TextureWrapMode, with additional Border option.
    Border: makes the texture edge pixels use the specified background color when outside of of 0..1 range.
    Background Color The background color outside texture edge pixels.
    Only used when Tex Wrap Mode is set to Border.
    Resize Mode The texture resize mode when the target resolution size is different from the input resolution size.
    Uniform Scale Apply uniform scale (force y-scale to equal x-scale).
    Scale The scale.
    Rotation The rotation in degrees.
    Rotation Center The center point of the rotation in pixels.
    (0,0) is the center of the texture.
    Offset The translation.

    The order of the 2D transformation is Scale * Rotation * Translation.

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