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)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| colour | 0.80, 0.80, 0.80 | 0..1 | - |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
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)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| value | 0.5 | -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
| Input | Type | When not connected |
|---|---|---|
| UV | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| slot | 0 | 0..2 | 0 Slot 0 (albedo), 1 Slot 1 (normal), 2 Slot 2 (ORM) |
| tiling | 1 | 0.01..100 | - |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
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
| Output | Type |
|---|---|
| Seconds | number |
| Sine | number |
| Fraction | 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.
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)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| slot | 0 | 0..2 | 0 Slot 0 (albedo), 1 Slot 1 (normal), 2 Slot 2 (ORM) |
| scale | 1 | 0.01..50 | - |
| sharpness | 4 | 1..32 | - |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
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
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| slot | 0 | 0..2 | 0 Slot 0 (albedo), 1 Slot 1 (normal), 2 Slot 2 (ORM) |
| tiling x | 1 | 0.01..100 | - |
| tiling y | 1 | 0.01..100 | - |
| offset x | 0 | -10..10 | - |
| offset y | 0 | -10..10 | - |
| rotation | 0 | -1..1 | - |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
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
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.8, 0.5, 0.2 |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
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.