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.