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Shader Enumerations

Author: Aximmetry

Introduction

This document describes the enumeration values used in special pins of built-in Flow Graph modules for shaders.

Enumerations

Blend

  • Used in: Blend State
  • Values:
    • Zero (1) - Blend factor zero.
    • One (2) - Blend factor one.
    • Src Color (3) - Source color blend factor.
    • Inv Src Color (4) - Inverse source color blend factor.
    • Src Alpha (5) - Source alpha blend factor.
    • Inv Src Alpha (6) - Inverse source alpha blend factor.
    • Dest Alpha (7) - Destination alpha blend factor.
    • Inv Dest Alpha (8) - Inverse destination alpha blend factor.
    • Dest Color (9) - Destination color blend factor.
    • Inv Dest Color (10) - Inverse destination color blend factor.
    • Src Alpha Sat (11) - Source alpha saturation blend factor.
    • Blend Factor (14) - User blend-factor value.
    • Inv Blend Factor (15) - Inverse user blend-factor value.
    • Src 1 Color (16) - Second-source color blend factor.
    • Inv Src 1 Color (17) - Inverse second-source color blend factor.
    • Src 1 Alpha (18) - Second-source alpha blend factor.
    • Inv Src 1 Alpha (19) - Inverse second-source alpha blend factor.

Blend Op

  • Used in: Blend State
  • Values:
    • Add (1) - Add blend operation.
    • Subtract (2) - Subtract blend operation.
    • Rev Subtract (3) - Reverse-subtract blend operation.
    • Min (4) - Minimum blend operation.
    • Max (5) - Maximum blend operation.

Blending Mode

  • Used in: Blend, Blend Mix
  • Values:
    • Normal (0) - Shows foreground color without blend adjustment.
    • Darken (1) - Keeps darker channel values.
    • Multiply (2) - Multiplies foreground and background.
    • Color Burn (3) - Darkens by increasing contrast from foreground.
    • Linear Burn (4) - Darkens by linear combination.
    • Add (5) - Adds foreground and background values.
    • Lighten (6) - Keeps lighter channel values.
    • Screen (7) - Lightens using inverse multiply.
    • Color Dodge (8) - Brightens using foreground-driven dodge.
    • Linear Dodge (9) - Brightens by linear addition.
    • Overlay (10) - Multiply on dark areas and screen on light areas.
    • Soft Light (11) - Applies soft lightening or darkening.
    • Hard Light (12) - Multiply or screen based on foreground.
    • Linear Light (13) - Linear lightening or darkening.
    • Vivid Light (14) - Burn or dodge based on foreground.
    • Pin Light (15) - Combines darken and lighten threshold behavior.
    • Hard Mix (16) - Hard-thresholded vivid-light result.
    • Difference (17) - Absolute difference of colors.
    • Exclusion (18) - Lower-contrast difference blend.
    • Subtract (19) - Subtracts foreground from background.
    • Divide (20) - Divides background by foreground.
    • Hue (21) - Foreground hue with background saturation and luminance.
    • Saturation (22) - Foreground saturation with background hue and luminance.
    • Color (23) - Foreground hue and saturation with background luminance.
    • Luminosity (24) - Foreground luminance with background hue and saturation.

Comparison

  • Used in: Depth Stencil State, Sampler State
  • Values:
    • Never (1) - Comparison never passes.
    • Less (2) - Passes when source is less than destination.
    • Equal (3) - Passes when values are equal.
    • Less Equal (4) - Passes when source is less than or equal to destination.
    • Greater (5) - Passes when source is greater than destination.
    • Not Equal (6) - Passes when values are not equal.
    • Greater Equal (7) - Passes when source is greater than or equal to destination.
    • Always (8) - Comparison always passes.

Cull Mode

  • Used in: Rasterizer State
  • Values:
    • None (1) - No face culling.
    • Front (2) - Cull front faces.
    • Back (3) - Cull back faces.

Depth Write Mask

  • Used in: Depth Stencil State
  • Values:
    • Zero (0) - Disable depth writes.
    • All (1) - Enable depth writes.

Fill Mode

  • Used in: Rasterizer State
  • Values:
    • Wireframe (2) - Wireframe mode.
    • Solid (3) - Solid fill mode.

Filter

  • Used in: Sampler State
  • Values:
    • Min Mag Mip Point (0) - Point sampling for minification, magnification, and mipmaps.
    • Min Mag Point Mip Linear (1) - Point min and mag sampling with linear mip sampling.
    • Min Point Mag Linear Mip Point (4) - Point min sampling, linear mag sampling, point mip sampling.
    • Min Point Mag Mip Linear (5) - Point min sampling with linear mag and mip sampling.
    • Min Linear Mag Mip Point (16) - Linear min sampling, point mag and mip sampling.
    • Min Linear Mag Point Mip Linear (17) - Linear min sampling, point mag sampling, linear mip sampling.
    • Min Mag Linear Mip Point (20) - Linear min and mag sampling, point mip sampling.
    • Min Mag Mip Linear (21) - Linear min, mag, and mip sampling.
    • Anisotropic (85) - Anisotropic filtering.
    • Comparison Min Mag Mip Point (128) - Comparison point sampling for min, mag, and mip.
    • Comparison Min Mag Point Mip Linear (129) - Comparison point min and mag sampling with linear mip.
    • Comparison Min Point Mag Linear Mip Point (132) - Comparison point min, linear mag, point mip sampling.
    • Comparison Min Point Mag Mip Linear (133) - Comparison point min, linear mag and mip sampling.
    • Comparison Min Linear Mag Mip Point (144) - Comparison linear min, point mag and mip sampling.
    • Comparison Min Linear Mag Point Mip Linear (145) - Comparison linear min, point mag, linear mip sampling.
    • Comparison Min Mag Linear Mip Point (148) - Comparison linear min and mag, point mip sampling.
    • Comparison Min Mag Mip Linear (149) - Comparison linear min, mag, and mip sampling.
    • Comparison Anisotropic (213) - Comparison anisotropic filtering.

HSB Space

Mat Blending Mode

  • Used in: Material Pixel Output
  • Values:
    • None (0) - No blending; fully opaque output.
    • Normal (1) - Normal alpha blending.
    • Add (2) - Additive blending.
    • Screen (3) - Screen blending.
    • Clip (4) - Alpha-clip blending.
    • Alpha To Coverage (5) - Alpha-to-coverage blending.

Perlin Noise Type

  • Used in: Perlin Noise
  • Values:
    • Clouds (0) - Cloud-like fractal noise.
    • Turbulence (1) - Turbulence-style fractal noise.
    • Ridged (2) - Ridged fractal noise.

RGB Gamma

  • Used in: Color From Linear, Color To Linear
  • Values:
    • Linear (1) - Linear transfer curve.
    • sRGB (2) - sRGB transfer curve.
    • Rec.709/2020/601 (3) - Rec.709, Rec.2020, or Rec.601 transfer curve.
    • Rec.2100 HLG (4) - Rec.2100 HLG transfer curve.
    • Rec.2100 PQ (5) - Rec.2100 PQ transfer curve.
    • S-Log3 (6) - S-Log3 transfer curve.
    • V-Log (7) - V-Log transfer curve.
    • RED Log3G10 (8) - RED Log3G10 transfer curve.
    • DCI-P3 (9) - DCI-P3 transfer curve.
    • Adobe RGB (10) - Adobe RGB transfer curve.
    • ProPhoto (11) - ProPhoto transfer curve.

Stencil Op

  • Used in: Depth Stencil State
  • Values:
    • Keep (1) - Keep current stencil value.
    • Zero (2) - Set stencil value to zero.
    • Replace (3) - Replace stencil with reference value.
    • Incr Sat (4) - Increment stencil with saturation.
    • Decr Sat (5) - Decrement stencil with saturation.
    • Invert (6) - Bitwise invert stencil value.
    • Incr (7) - Increment stencil value with wrap.
    • Decr (8) - Decrement stencil value with wrap.

Tessel Interpolation Type

  • Used in: Material Domain Input
  • Values:
    • Flat (0) - Flat tessellation interpolation.
    • Phong (1) - Phong tessellation interpolation.

Texture Address Mode

  • Used in: Sampler State
  • Values:
    • Wrap (1) - Wrap texture coordinates.
    • Mirror (2) - Mirror texture coordinates.
    • Clamp (3) - Clamp texture coordinates to edge.
    • Border (4) - Use border color outside texture range.
    • Mirror Once (5) - Mirror once, then clamp.
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