Light
Sun, shadows, highlights, rim light, glow (Emission).
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.
Fresnel
Brighter at grazing angles (rim light, glass, water edges).
Works in: material, object shader
Inputs
| Input | Type | When not connected |
|---|---|---|
| Power | number | 3.0 |
Outputs
| Output | Type |
|---|---|
| Fresnel | number |
| Facing | 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.
Example: Noise texture (Factor) → Fresnel (input Power) → Mix colour (Factor).
Sun light
How much the surface faces the sun (0..1), without shadows.
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.
Sky reflection
What the sky looks like in the mirror direction.
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.
Sun direction
Unit vector pointing to the sun.
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.
Sun colour
Colour and strength of the sun.
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.
Ambient light
Constant ambient light colour of the scene.
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.
Shadow
1 in light, 0 in the sun shadow.
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.
Lighting
Applies scene lighting (sun, shadows, lamps) to a colour.
Works in: material, object shader
Inputs
| Input | Type | When not connected |
|---|---|---|
| Base | number | 0.8 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| roughness | 0.6 | 0..1 | - |
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.
Example: Noise texture (Factor) → Lighting (input Base) → Mix colour (Factor).
Light angle
Dot product of the normal and the sun direction: 1 facing the sun, -1 facing away.
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.
Half lambert
Soft wrap-around sun lighting (0..1) without a hard dark side.
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| power | 1 | 0.1..4 | - |
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.
Specular highlight
Blinn-Phong glint of the sun. Higher shininess = smaller, sharper spot.
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| shininess | 64 | 1..512 | - |
| intensity | 1 | 0..10 | - |
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.
Rim light
A coloured glow on the edges that face away from the camera. Plug into Emission.
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| colour | 0.40, 0.70, 1.00 | 0..1 | - |
| power | 3 | 0.1..12 | - |
| intensity | 1 | 0..20 | - |
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.
Backlight
Bright when the camera looks towards the sun through the surface (leaves, cloth, ice).
Works in: material, object shader
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| sharpness | 6 | 1..64 | - |
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.
Facing ratio
1 where the surface faces the camera, 0 on silhouettes.
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.
Sun with shadow
Sun lighting amount (0..1) that respects shadows.
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.
Sun lighting
Sun colour times the lighting amount, with shadows. Add Sky light for a full diffuse term.
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.
Sky light
Ambient light from the sky in the direction of the normal.
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.
Glow
A constant colour multiplied by an intensity. Plug into Emission to make things shine.
Works in: material, object shader, camera effect
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| colour | 1.00, 0.60, 0.20 | 0..1 | - |
| intensity | 2 | 0..50 | - |
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.
Pulsing glow
A glow that pulses over time.
Works in: material, object shader, camera effect
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| colour | 1.00, 0.30, 0.10 | 0..1 | - |
| intensity | 3 | 0..50 | - |
| speed | 1 | 0..20 | - |
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.
Layer weight
Fresnel and facing masks with a blend control; good for coatings and rims.
Works in: material, object shader
Inputs
| Input | Type | When not connected |
|---|---|---|
| Blend | number | 0.5 |
Outputs
| Output | Type |
|---|---|
| Fresnel | number |
| Facing | 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.
Example: Noise texture (Factor) → Layer weight (input Blend) → Mix colour (Factor).