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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

OutputType
UVvector
Unumber
Vnumber

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

OutputType
Vectorvector
Xnumber
Ynumber
Znumber

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

OutputType
Normalvector
Up facingnumber
Down facingnumber

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)

ParameterDefaultRangeChoices
from0.50..1-
to0.90..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)

ParameterDefaultRangeChoices
range501..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

OutputType
Vectorvector
Xnumber
Ynumber
Znumber

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

OutputType
Vectorvector
Xnumber
Ynumber
Znumber

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

OutputType
Vectorvector
Xnumber
Ynumber
Znumber

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

OutputType
Vectorvector
Xnumber
Ynumber
Znumber

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)

ParameterDefaultRangeChoices
x0-1..1-
y1-1..1-
z0-1..1-
threshold0.5-1..1-
softness0.20.001..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)

ParameterDefaultRangeChoices
sharpness41..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

OutputType
Vectorvector
Xnumber
Ynumber
Znumber

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)

ParameterDefaultRangeChoices
range50.1..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)

ParameterDefaultRangeChoices
x0-1..1-
y1-1..1-
z0-1..1-
from0-1000..1000-
to4-1000..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)

ParameterDefaultRangeChoices
axis10..2-
scale10.01..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)

ParameterDefaultRangeChoices
height0.10..5-
frequency20..30-
speed1-10..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)

ParameterDefaultRangeChoices
strength0.150..3-
speed1.50..20-
scale0.80..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

OutputType
UVvector
Objectvector
Worldvector
Normalvector
Reflectionvector
Screenvector

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

OutputType
Positionvector
Normalvector
Viewvector
Heightnumber
Backfacingnumber
Slopenumber

Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.

Kvas Engine