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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

InputTypeWhen not connected
Powernumber3.0

Outputs

OutputType
Fresnelnumber
Facingnumber

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

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.

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

InputTypeWhen not connected
Basenumber0.8

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
roughness0.60..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)

ParameterDefaultRangeChoices
power10.1..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)

ParameterDefaultRangeChoices
shininess641..512-
intensity10..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)

ParameterDefaultRangeChoices
colour0.40, 0.70, 1.000..1-
power30.1..12-
intensity10..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)

ParameterDefaultRangeChoices
sharpness61..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)

ParameterDefaultRangeChoices
colour1.00, 0.60, 0.200..1-
intensity20..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)

ParameterDefaultRangeChoices
colour1.00, 0.30, 0.100..1-
intensity30..50-
speed10..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

InputTypeWhen not connected
Blendnumber0.5

Outputs

OutputType
Fresnelnumber
Facingnumber

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).

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