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Shaders: System Modules

Author: Aximmetry

Introduction

This document describes the built-in Flow Graph modules of the following categories for shaders:

  • Shaders: System - Modules that provide system shader data and compute scene lighting, material precalculations, refraction, and tessellation control values.

Shaders: System

This section describes the built-in Flow Graph modules that provide system shader data and compute scene lighting, material precalculations, refraction, and tessellation control values.

Camera Position

  • Category: Shaders: System
  • Access: All editions.
  • Function: Outputs the current camera world position.
  • Input pins:
  • Output pins:
    •   Out (vector) - Current camera position in world space.

Camera Projection

  • Category: Shaders: System
  • Access: All editions.
  • Function: Projects current and previous world positions into clip space.
  • Input pins:
    •   World Position (vector) - Current world position to project.
    •   Prev World Position (vector) - Previous-frame world position to project.
  • Output pins:
    •   Proj Position (vector) - Current projected clip-space position.
    •   Not Jittered Proj Position (vector) - Current projected position without jitter.
    •   Prev Not Jittered Proj Position (vector) - Previous projected position without jitter.

Distance Adapt Tessel

  • Category: Shaders: System
  • Access: All editions.
  • Function: Calculates tessellation factors from camera distance to a triangle.
  • Input pins:
    •   World Position 1 (vector) - First triangle vertex in world space.
    •   World Position 2 (vector) - Second triangle vertex in world space.
    •   World Position 3 (vector) - Third triangle vertex in world space.
    •   Max Factor (scalar) - Maximum tessellation factor near the camera.
    •   Near (scalar) - Distance where tessellation starts at maximum detail.
    •   Far (scalar) - Distance where tessellation falls to minimum detail.
  • Output pins:
    •   Edge 1 Factor (scalar) - Tessellation factor for edge 1.
    •   Edge 2 Factor (scalar) - Tessellation factor for edge 2.
    •   Edge 3 Factor (scalar) - Tessellation factor for edge 3.
    •   Inside Factor (scalar) - Average inside tessellation factor of the triangle.

Inv Proj Transform

  • Category: Shaders: System
  • Access: All editions.
  • Function: Outputs the inverse current projection transform matrix.
  • Input pins:
  • Output pins:
    •   Out (homogeneous space transformation) - Inverse of the current projection transform.

Inv View Proj Transform

  • Category: Shaders: System
  • Access: All editions.
  • Function: Outputs the inverse current combined view-projection transform matrix.
  • Input pins:
  • Output pins:
    •   Out (homogeneous space transformation) - Inverse of the current combined view-projection transform.

Inv View Transform

  • Category: Shaders: System
  • Access: All editions.
  • Function: Outputs the inverse current view transform matrix.
  • Input pins:
  • Output pins:
    •   Out (transformation) - Inverse of the current view transform.

Inverse Tone Map

  • Category: Shaders: System
  • Access: All editions.
  • Function: Reconstructs inverse-tone-mapped color and opacity over the current background.
  • Input pins:
    •   Color (color) - Tone-mapped color to convert back to scene-linear space.
    •   Opacity (scalar) - Blend amount of the incoming color over the background.
    •   Screen Pos (vector2) - Screen coordinates used to sample background buffers.
    •   Parameters (array) - Packed tone-mapping parameters used for inverse reconstruction.
  • Output pins:
    •   Out (color) - Reconstructed inverse-tone-mapped color.
    •   Opacity (scalar) - Opacity matched to the reconstructed color result.

Light Ambient Color

  • Category: Shaders: System
  • Access: All editions.
  • Function: Outputs the scene ambient light color.
  • Input pins:
  • Output pins:
    •   Out (color) - Ambient light color from the current lighting setup.

Light Data

  • Category: Shaders: System
  • Access: All editions.
  • Function: Outputs properties of one selected scene light.
  • Input pins:
    •   Light Index (integer) - Selects which light entry to read.
  • Output pins:
    •   Position (vector) - World position of the selected light.
    •   Is Directional (logical) - On when the selected light is directional.
    •   Direction (vector) - Main direction of the selected light.
    •   Attenuation Const (scalar) - Constant attenuation term of the selected light.
    •   Attenuation Lin (scalar) - Linear attenuation term of the selected light.
    •   Attenuation Quad (scalar) - Quadratic attenuation term of the selected light.
    •   Spot Cos Half Falloff (scalar) - Cosine of the spotlight half-falloff angle.
    •   Spot Falloff Power (scalar) - Spotlight falloff power.
    •   Diffuse Color (color) - Diffuse light color of the selected light.
    •   Specular Color (color) - Specular light color of the selected light.

Lighting

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes classic diffuse and specular lighting from scene lights.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for diffuse and specular calculations.
    •   Fresnel Value (scalar) - Fresnel multiplier applied to additive specular output.
    •   Texture Color (color) - Base color multiplied with the lit result.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to ambient and diffuse lighting.
    •   Ambient Color (color) - Ambient color multiplier.
    •   Diffuse Color (color) - Diffuse color multiplier.
    •   Specular Color (color) - Specular color multiplier.
    •   Specular Power (scalar) - Specular exponent controlling highlight sharpness.
    •   Luminosity (scalar) - Blend amount toward LuminosityColor.
    •   Luminosity Color (color) - Color blended in by the Luminosity control.
    •   Omni (logical) - When on, evaluates lighting in omni mode.
    •   No Spot (logical) - When on, disables spotlight shaping.
  • Output pins:
    •   Color (color) - Diffuse and ambient lighting result multiplied by TextureColor.
    •   Additive (color) - Additive specular contribution.

Lighting Aniso

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes anisotropic diffuse and specular lighting from scene lights.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for lighting calculations.
    •   World Anisotropy Dir (vector) - World-space anisotropy direction for elongated highlights.
    •   Fresnel Value (scalar) - Fresnel multiplier applied to additive specular output.
    •   Texture Color (color) - Base color multiplied with the lit result.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to ambient and diffuse lighting.
    •   Ambient Color (color) - Ambient color multiplier.
    •   Diffuse Color (color) - Diffuse color multiplier.
    •   Specular Color (color) - Specular color multiplier.
    •   Specular Gloss X (scalar) - Gloss amount along the anisotropy direction.
    •   Specular Gloss Y (scalar) - Gloss amount across the anisotropy direction.
    •   Luminosity (scalar) - Blend amount toward LuminosityColor.
    •   Luminosity Color (color) - Color blended in by the Luminosity control.
  • Output pins:
    •   Color (color) - Diffuse and ambient lighting result multiplied by TextureColor.
    •   Additive (color) - Additive anisotropic specular contribution.

Lighting PBR

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting using metalness and roughness inputs.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Metalness (scalar) - Blend between dielectric and metallic behavior.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Reflectivity (scalar) - Base reflectivity used for dielectric response.
    •   Specular (scalar) - Specular strength multiplier.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular lighting contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR Mirror

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting with irradiance and planar-mirror reflections.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Metalness (scalar) - Blend between dielectric and metallic behavior.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Reflectivity (scalar) - Base reflectivity used for dielectric response.
    •   Specular (scalar) - Specular strength multiplier.
    •   Horizon Smooth (scalar) - Smooths mirror reflection behavior near the horizon.
    •   Irradiance Env Map (cube texture) - Environment map used for diffuse image-based lighting.
    •   Irradiance Tunnel (config string) - Tunnel name used to receive IrradianceEnvMap.
    •   Mirror Image (texture) - Planar mirror texture used for reflections.
    •   Mirror Tex Coords (vector2) - Texture coordinates used to sample MirrorImage.
    •   Mirror Dim (scalar) - Dimmer applied to mirror reflection intensity.
    •   Env Map Rotation (transformation) - Rotation applied to environment map lookup directions.
    •   Env Map Color (color) - Color multiplier for environment lighting.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and mirror reflection contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR Mirror SO

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting with specular-only planar-mirror reflections.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Metalness (scalar) - Blend between dielectric and metallic behavior.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Reflectivity (scalar) - Base reflectivity used for dielectric response.
    •   Specular (scalar) - Specular strength multiplier.
    •   Horizon Smooth (scalar) - Smooths mirror reflection behavior near the horizon.
    •   Mirror Image (texture) - Planar mirror texture used for reflections.
    •   Mirror Tex Coords (vector2) - Texture coordinates used to sample MirrorImage.
    •   Mirror Dim (scalar) - Dimmer applied to mirror reflection intensity.
    •   Env Map Rotation (transformation) - Rotation applied to environment map lookup directions.
    •   Env Map Color (color) - Color multiplier for environment reflections.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and mirror reflection contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR- Sheen

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting with an added sheen layer.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Metalness (scalar) - Blend between dielectric and metallic behavior.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Reflectivity (scalar) - Base reflectivity used for dielectric response.
    •   Specular (scalar) - Specular strength multiplier.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
    •   Specular Color (color) - Specular color tint used by the lighting model.
    •   Sheen Color (color) - Sheen layer color.
    •   Sheen Roughness (scalar) - Roughness of the sheen lobe.
    •   Sheen Energy LUT (constant texture) - Lookup texture used for sheen energy compensation.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and sheen contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR-IBL

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting plus irradiance and specular environment reflections.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Metalness (scalar) - Blend between dielectric and metallic behavior.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Reflectivity (scalar) - Base reflectivity used for dielectric response.
    •   Specular (scalar) - Specular strength multiplier.
    •   Irradiance Env Map (cube texture) - Environment map used for diffuse image-based lighting.
    •   Irradiance Tunnel (config string) - Tunnel name used to receive IrradianceEnvMap.
    •   Specular Env Map (cube texture) - Environment map used for specular image-based lighting.
    •   Specular Tunnel (config string) - Tunnel name used to receive SpecularEnvMap.
    •   Specular Super Sampling (logical) - When on, uses extra sampling for smoother specular environment lookups.
    •   Env Map Rotation (transformation) - Rotation applied to environment map lookup directions.
    •   Env Map Color (color) - Color multiplier for environment lighting.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and reflection contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR-IBL- Sheen

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct and image-based lighting with sheen reflections.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Metalness (scalar) - Blend between dielectric and metallic behavior.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Reflectivity (scalar) - Base reflectivity used for dielectric response.
    •   Specular (scalar) - Specular strength multiplier.
    •   Irradiance Env Map (cube texture) - Environment map used for diffuse image-based lighting.
    •   Irradiance Tunnel (config string) - Tunnel name used to receive IrradianceEnvMap.
    •   Specular Env Map (cube texture) - Environment map used for specular image-based lighting.
    •   Specular Tunnel (config string) - Tunnel name used to receive SpecularEnvMap.
    •   Sheen Env Map (cube texture) - Environment map used for sheen reflections.
    •   Sheen Tunnel (config string) - Tunnel name used to receive SheenEnvMap.
    •   Specular Super Sampling (logical) - When on, uses extra sampling for smoother environment lookups.
    •   Env Map Rotation (transformation) - Rotation applied to environment map lookup directions.
    •   Env Map Color (color) - Color multiplier for environment lighting.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
    •   Specular Color (color) - Specular color tint used by the lighting model.
    •   Sheen Color (color) - Sheen layer color.
    •   Sheen Roughness (scalar) - Roughness of the sheen lobe.
    •   Charlie LUT (constant texture) - Lookup texture used by the sheen BRDF model.
    •   Sheen Energy LUT (constant texture) - Lookup texture used for sheen energy compensation.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and sheen contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR-IBLSO

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting with specular-only environment reflections.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Metalness (scalar) - Blend between dielectric and metallic behavior.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Reflectivity (scalar) - Base reflectivity used for dielectric response.
    •   Specular (scalar) - Specular strength multiplier.
    •   Specular Env Map (cube texture) - Environment map used for specular image-based lighting.
    •   Specular Tunnel (config string) - Tunnel name used to receive SpecularEnvMap.
    •   Specular Super Sampling (logical) - When on, uses extra sampling for smoother specular environment lookups.
    •   Env Map Rotation (transformation) - Rotation applied to environment map lookup directions.
    •   Env Map Color (color) - Color multiplier for environment reflections.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and reflection contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR-IBLSO- Sheen

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting with specular-only environment reflections and sheen.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Metalness (scalar) - Blend between dielectric and metallic behavior.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Reflectivity (scalar) - Base reflectivity used for dielectric response.
    •   Specular (scalar) - Specular strength multiplier.
    •   Specular Env Map (cube texture) - Environment map used for specular image-based lighting.
    •   Specular Tunnel (config string) - Tunnel name used to receive SpecularEnvMap.
    •   Sheen Env Map (cube texture) - Environment map used for sheen reflections.
    •   Sheen Tunnel (config string) - Tunnel name used to receive SheenEnvMap.
    •   Specular Super Sampling (logical) - When on, uses extra sampling for smoother environment lookups.
    •   Env Map Rotation (transformation) - Rotation applied to environment map lookup directions.
    •   Env Map Color (color) - Color multiplier for environment reflections.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
    •   Specular Color (color) - Specular color tint used by the lighting model.
    •   Sheen Color (color) - Sheen layer color.
    •   Sheen Roughness (scalar) - Roughness of the sheen lobe.
    •   Charlie LUT (constant texture) - Lookup texture used by the sheen BRDF model.
    •   Sheen Energy LUT (constant texture) - Lookup texture used for sheen energy compensation.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and sheen contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR-SPEC

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting with explicit specular-color input.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Specular (color) - Specular color input for specular workflow.
    •   Conserve Energy (logical) - When on, balances diffuse and specular energy.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular lighting contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR-SPEC Mirror

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting with explicit specular color and planar-mirror reflections.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Specular (color) - Specular color input for specular workflow.
    •   Horizon Smooth (scalar) - Smooths mirror reflection behavior near the horizon.
    •   Conserve Energy (logical) - When on, balances diffuse and specular energy.
    •   Irradiance Env Map (cube texture) - Environment map used for diffuse image-based lighting.
    •   Irradiance Tunnel (config string) - Tunnel name used to receive IrradianceEnvMap.
    •   Mirror Image (texture) - Planar mirror texture used for reflections.
    •   Mirror Tex Coords (vector2) - Texture coordinates used to sample MirrorImage.
    •   Mirror Dim (scalar) - Dimmer applied to mirror reflection intensity.
    •   Env Map Rotation (transformation) - Rotation applied to environment map lookup directions.
    •   Env Map Color (color) - Color multiplier for environment lighting.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and mirror reflection contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR-SPEC Mirror SO

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting with explicit specular color and specular-only planar-mirror reflections.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Specular (color) - Specular color input for specular workflow.
    •   Horizon Smooth (scalar) - Smooths mirror reflection behavior near the horizon.
    •   Conserve Energy (logical) - When on, balances diffuse and specular energy.
    •   Mirror Image (texture) - Planar mirror texture used for reflections.
    •   Mirror Tex Coords (vector2) - Texture coordinates used to sample MirrorImage.
    •   Mirror Dim (scalar) - Dimmer applied to mirror reflection intensity.
    •   Env Map Rotation (transformation) - Rotation applied to environment map lookup directions.
    •   Env Map Color (color) - Color multiplier for environment reflections.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and mirror reflection contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR-SPEC- Sheen

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting with explicit specular color and sheen.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Specular (color) - Specular color input for specular workflow.
    •   Conserve Energy (logical) - When on, balances diffuse and specular energy.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
    •   Sheen Color (color) - Sheen layer color.
    •   Sheen Roughness (scalar) - Roughness of the sheen lobe.
    •   Sheen Energy LUT (constant texture) - Lookup texture used for sheen energy compensation.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and sheen contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR-SPEC-IBL

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct and image-based lighting with explicit specular-color input.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Specular (color) - Specular color input for specular workflow.
    •   Conserve Energy (logical) - When on, balances diffuse and specular energy.
    •   Irradiance Env Map (cube texture) - Environment map used for diffuse image-based lighting.
    •   Irradiance Tunnel (config string) - Tunnel name used to receive IrradianceEnvMap.
    •   Specular Env Map (cube texture) - Environment map used for specular image-based lighting.
    •   Specular Tunnel (config string) - Tunnel name used to receive SpecularEnvMap.
    •   Specular Super Sampling (logical) - When on, uses extra sampling for smoother specular environment lookups.
    •   Env Map Rotation (transformation) - Rotation applied to environment map lookup directions.
    •   Env Map Color (color) - Color multiplier for environment lighting.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and reflection contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR-SPEC-IBL- Sheen

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct and image-based lighting with explicit specular color and sheen.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Specular (color) - Specular color input for specular workflow.
    •   Conserve Energy (logical) - When on, balances diffuse and specular energy.
    •   Irradiance Env Map (cube texture) - Environment map used for diffuse image-based lighting.
    •   Irradiance Tunnel (config string) - Tunnel name used to receive IrradianceEnvMap.
    •   Specular Env Map (cube texture) - Environment map used for specular image-based lighting.
    •   Specular Tunnel (config string) - Tunnel name used to receive SpecularEnvMap.
    •   Sheen Env Map (cube texture) - Environment map used for sheen reflections.
    •   Sheen Tunnel (config string) - Tunnel name used to receive SheenEnvMap.
    •   Specular Super Sampling (logical) - When on, uses extra sampling for smoother environment lookups.
    •   Env Map Rotation (transformation) - Rotation applied to environment map lookup directions.
    •   Env Map Color (color) - Color multiplier for environment lighting.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
    •   Sheen Color (color) - Sheen layer color.
    •   Sheen Roughness (scalar) - Roughness of the sheen lobe.
    •   Charlie LUT (constant texture) - Lookup texture used by the sheen BRDF model.
    •   Sheen Energy LUT (constant texture) - Lookup texture used for sheen energy compensation.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and sheen contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Lighting PBR-SPEC-IBLSO

  • Category: Shaders: System
  • Access: All editions.
  • Function: Computes physically based direct lighting with explicit specular color and specular-only environment reflections.
  • Input pins:
    •   Screen Tex Coords (vector) - Screen-space coordinates used by the lighting evaluation.
    •   World Position (vector) - World position used for lighting evaluation.
    •   World Normal (vector) - World normal used for BRDF evaluation.
    •   Albedo (color) - Base surface color.
    •   Roughness (scalar) - Surface roughness controlling reflection spread.
    •   Specular (color) - Specular color input for specular workflow.
    •   Conserve Energy (logical) - When on, balances diffuse and specular energy.
    •   Specular Env Map (cube texture) - Environment map used for specular image-based lighting.
    •   Specular Tunnel (config string) - Tunnel name used to receive SpecularEnvMap.
    •   Specular Super Sampling (logical) - When on, uses extra sampling for smoother specular environment lookups.
    •   Env Map Rotation (transformation) - Rotation applied to environment map lookup directions.
    •   Env Map Color (color) - Color multiplier for environment reflections.
    •   Specular BRDF (constant texture) - Lookup texture for split-sum specular BRDF integration.
    •   Ambient Occlusion (scalar) - Occlusion factor applied to diffuse result.
  • Output pins:
    •   Color (color) - Diffuse lighting result.
    •   Additive (color) - Specular and reflection contribution.
    •   In Shadow (scalar) - Shadow factor from the lighting evaluation.
    •   Reflectivity (scalar) - Resolved reflectivity from the BRDF evaluation.

Material Precalc

  • Category: Shaders: System
  • Access: All editions.
  • Function: Precomputes camera direction, distance, reflection direction, and Fresnel factor.
  • Input pins:
    •   World Position (vector) - World position of the shaded point.
    •   World Normal (vector) - World normal of the shaded point.
    •   Fresnel Min Value (scalar) - Minimum Fresnel value at facing angles.
    •   Fresnel Power (scalar) - Exponent controlling Fresnel falloff.
  • Output pins:
    •   Camera Direction (vector) - Normalized direction from surface point to camera.
    •   Camera Distance (scalar) - Distance from surface point to camera.
    •   Reflection Direction (vector) - View reflection direction from CameraDirection and WorldNormal.
    •   Fresnel Value (scalar) - Computed Fresnel factor.

Material Precalc Aniso

  • Category: Shaders: System
  • Access: All editions.
  • Function: Precomputes anisotropy-adjusted reflection direction and Fresnel-related view data.
  • Input pins:
    •   World Position (vector) - World position of the shaded point.
    •   World Normal (vector) - World normal of the shaded point.
    •   World Anisotropy Dir (vector) - World-space anisotropy direction for reflection skew.
    •   Reflection Aniso (scalar) - Amount of anisotropic skew applied to the reflection vector.
    •   Fresnel Min Value (scalar) - Minimum Fresnel value at facing angles.
    •   Fresnel Power (scalar) - Exponent controlling Fresnel falloff.
  • Output pins:
    •   Camera Direction (vector) - Normalized direction from surface point to camera.
    •   Camera Distance (scalar) - Distance from surface point to camera.
    •   Reflection Direction (vector) - Anisotropy-adjusted reflection direction.
    •   Fresnel Value (scalar) - Computed Fresnel factor.

Proj Transform

  • Category: Shaders: System
  • Access: All editions.
  • Function: Outputs the current projection transform matrix.
  • Input pins:
  • Output pins:
    •   Out (homogeneous space transformation) - Current projection transform.

Refraction

  • Category: Shaders: System
  • Access: All editions.
  • Function: Samples the background through a refracted screen-space offset from the surface normal.
  • Input pins:
    •   Proj Position (vector) - Projected position used for screen-space lookup.
    •   World Normal (vector) - World normal used to compute refraction direction.
    •   Refraction Index (scalar) - Refraction index ratio used by the refraction calculation.
  • Output pins:
    •   Color (color) - Refracted background color sample.
    •   Opacity (scalar) - Opacity from the refracted background sample.

Screen Adapt Tessel

  • Category: Shaders: System
  • Access: All editions.
  • Function: Calculates tessellation factors from triangle size on screen.
  • Input pins:
    •   Screen Tex Coords 1 (vector) - Screen coordinates of triangle vertex 1.
    •   Screen Tex Coords 2 (vector) - Screen coordinates of triangle vertex 2.
    •   Screen Tex Coords 3 (vector) - Screen coordinates of triangle vertex 3.
    •   Factor (scalar) - Base tessellation factor target.
    •   Adaptivity (scalar) - Blend between fixed and screen-size-adaptive factors.
  • Output pins:
    •   Edge 1 Factor (scalar) - Tessellation factor for edge 1.
    •   Edge 2 Factor (scalar) - Tessellation factor for edge 2.
    •   Edge 3 Factor (scalar) - Tessellation factor for edge 3.
    •   Inside Factor (scalar) - Average inside tessellation factor of the triangle.

SS Refract

  • Category: Shaders: System
  • Access: All editions.
  • Function: Performs screen-space ray-traced refraction with absorption.
  • Input pins:
    •   Proj Position (vector) - Projected position used as the screen-space ray origin.
    •   World Position (vector) - World position used to start refraction tracing.
    •   World Normal (vector) - World normal used to bend the refracted ray.
    •   Refraction Index (scalar) - Refraction index ratio used for ray direction change.
    •   Absorption Color (color) - Absorption tint applied along the traced thickness.
    •   Thickness (scalar) - Thickness used for absorption and ray traversal.
  • Output pins:
    •   Out (color) - Refracted color result after tracing and absorption.

System Params

  • Category: Shaders: System
  • Access: All editions.
  • Function: Outputs frame timing and conditional shader index values.
  • Input pins:
  • Output pins:
    •   Frame Time (scalar) - Current frame time.
    •   Frame Delta Time (scalar) - Time elapsed since the previous frame.
    •   Cond Shader Index (integer) - Conditional shader index for the current pass.

View Proj Transform

  • Category: Shaders: System
  • Access: All editions.
  • Function: Outputs the current combined view-projection transform matrix.
  • Input pins:
  • Output pins:
    •   Out (homogeneous space transformation) - Current combined view-projection transform.

View Transform

  • Category: Shaders: System
  • Access: All editions.
  • Function: Outputs the current view transform matrix.
  • Input pins:
  • Output pins:
    •   Out (transformation) - Current view transform.
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