Geometry
Position, normal, height, direction masks, vertex offsets.
Generated from the node library. Socket types: number (grey circle), colour (yellow circle), vector (purple diamond). Any output can feed any input; when the types differ, pick a conversion on the input (right-click it). See how nodes connect.
UV
Texture coordinates of the surface (0..1).
Works in: material, object shader, camera effect
Outputs
| Output | Type |
|---|---|
| UV | vector |
| U | number |
| V | number |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
World position
Position of the pixel in the world.
Works in: material, object shader
Outputs
| Output | Type |
|---|---|
| Vector | vector |
| X | number |
| Y | number |
| Z | number |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Normal
Direction the surface faces.
Works in: material, object shader
Outputs
| Output | Type |
|---|---|
| Normal | vector |
| Up facing | number |
| Down facing | number |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Height
World height (Y) of the pixel.
Works in: material, object shader
Output: number
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Slope mask
1 on flat ground, 0 on steep slopes (between the two thresholds).
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| from | 0.5 | 0..1 | - |
| to | 0.9 | 0..1 | - |
Output: number
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Camera distance
0 at the camera, 1 at the chosen range (fog, level of detail).
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| range | 50 | 1..1000 | - |
Output: number
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
View direction
Unit vector from the surface to the camera.
Works in: material, object shader
Outputs
| Output | Type |
|---|---|
| Vector | vector |
| X | number |
| Y | number |
| Z | number |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Reflection
The view direction mirrored by the surface normal.
Works in: material, object shader
Outputs
| Output | Type |
|---|---|
| Vector | vector |
| X | number |
| Y | number |
| Z | number |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Camera position
World position of the camera.
Works in: material, object shader
Outputs
| Output | Type |
|---|---|
| Vector | vector |
| X | number |
| Y | number |
| Z | number |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Object position
World position of the object's origin.
Works in: material, object shader
Outputs
| Output | Type |
|---|---|
| Vector | vector |
| X | number |
| Y | number |
| Z | number |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Object random
A random number that is different for every object but constant over time.
Works in: material, object shader
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Screen position
Pixel position on the screen (0..1).
Works in: material, object shader
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Direction mask
White where the surface faces the chosen direction (x, y, z). Top = (0,1,0).
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| x | 0 | -1..1 | - |
| y | 1 | -1..1 | - |
| z | 0 | -1..1 | - |
| threshold | 0.5 | -1..1 | - |
| softness | 0.2 | 0.001..2 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Surface sides
Red = top faces, green = side faces, blue = bottom faces. Split with Red / Green / Blue nodes.
Works in: material, object shader
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Triplanar weights
How strongly each world axis projection (X, Y, Z) applies on this surface.
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| sharpness | 4 | 1..32 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Local position
Position relative to the object's origin.
Works in: material, object shader
Outputs
| Output | Type |
|---|---|
| Vector | vector |
| X | number |
| Y | number |
| Z | number |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Object distance
0 at the object's centre, 1 at the chosen range.
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| range | 5 | 0.1..500 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
World gradient
A 0..1 ramp along a world direction between two values (fog by height, snow line).
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| x | 0 | -1..1 | - |
| y | 1 | -1..1 | - |
| z | 0 | -1..1 | - |
| from | 0 | -1000..1000 | - |
| to | 4 | -1000..1000 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Planar UV
Texture coordinates projected from world space along an axis.
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| axis | 1 | 0..2 | - |
| scale | 1 | 0.01..100 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Normal UV
Spherical coordinates from the normal (for sky-like mapping).
Works in: material, object shader
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Wave offset
Vertex offset for waves. Connect to Shader output > Vertex offset.
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| height | 0.1 | 0..5 | - |
| frequency | 2 | 0..30 | - |
| speed | 1 | -10..10 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Wind sway
Vertex offset that bends things in the wind, more at the top. Connect to Vertex offset.
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| strength | 0.15 | 0..3 | - |
| speed | 1.5 | 0..20 | - |
| scale | 0.8 | 0..10 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Texture coordinate
Every coordinate system at once: UV, object, world, normal, reflection and screen.
Works in: material, object shader
Outputs
| Output | Type |
|---|---|
| UV | vector |
| Object | vector |
| World | vector |
| Normal | vector |
| Reflection | vector |
| Screen | vector |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Geometry info
Position, normal, view direction, height, back side and slope of the surface point.
Works in: material, object shader
Outputs
| Output | Type |
|---|---|
| Position | vector |
| Normal | vector |
| View | vector |
| Height | number |
| Backfacing | number |
| Slope | number |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.