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Input ​

Constants, textures, time, UV.

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.

Color ​

A constant colour.

Works in: material, object shader, camera effect

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
colour0.80, 0.80, 0.800..1-

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Value ​

A constant number.

Works in: material, object shader, camera effect

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
value0.5-100..100-

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.

Texture ​

Samples one of the material images (slot 0 albedo, 1 normal, 2 ORM).

Works in: material, object shader

Inputs

InputTypeWhen not connected
UVvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
slot00..20 Slot 0 (albedo), 1 Slot 1 (normal), 2 Slot 2 (ORM)
tiling10.01..100-

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Texture coordinate (World) → Mapping (scale 4) → Texture (input UV) → Color ramp → Output > Base color.

Time ​

Seconds since the game started.

Works in: material, object shader, camera effect

Outputs

OutputType
Secondsnumber
Sinenumber
Fractionnumber

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.

Object colour ​

The colour set in the MeshRenderer of the object.

Works in: material, object shader

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Triplanar texture ​

Projects a material image from three world axes, no stretching on any slope.

Works in: material, object shader

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
slot00..20 Slot 0 (albedo), 1 Slot 1 (normal), 2 Slot 2 (ORM)
scale10.01..50-
sharpness41..32-

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Image texture ​

An image file of the project. Pick it in the node; up to three images per material (slots 0..2). Outputs colour, channels and brightness.

Works in: material, object shader

Inputs

InputTypeWhen not connected
Vectorvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
slot00..20 Slot 0 (albedo), 1 Slot 1 (normal), 2 Slot 2 (ORM)
tiling x10.01..100-
tiling y10.01..100-
offset x0-10..10-
offset y0-10..10-
rotation0-1..1-

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Texture coordinate (World) → Mapping (scale 4) → Image texture (input Vector) → Color ramp → Output > Base color.

RGB ​

A colour with R, G, B and brightness outputs.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.8, 0.5, 0.2

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → RGB (input Colour) → Output > Base color.

Kvas Engine