Patterns
Checker, bricks, hexagons, planks, weave, gradients and shapes.
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.
Checker
A black and white checkerboard.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 8 | 1..200 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | 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: Texture coordinate (World) → Mapping (scale 4) → Checker (input Coords) → Color ramp → Output > Base color.
Stripes
Parallel stripes along X.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 10 | 1..200 | - |
| sharpness | 0.5 | 0..1 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | 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: Texture coordinate (World) → Mapping (scale 4) → Stripes (input Coords) → Color ramp → Output > Base color.
Bricks
A brick wall pattern with mortar lines.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 6 | 1..100 | - |
| mortar | 0.06 | 0..0.3 | - |
Outputs
| Output | Type |
|---|---|
| Mask | number |
| Mortar | 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: Texture coordinate (World) → Mapping (scale 4) → Bricks (input Coords) → Color ramp → Output > Base color.
Dots
A grid of round dots.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 10 | 1..200 | - |
| size | 0.3 | 0.01..0.5 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | 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: Texture coordinate (World) → Mapping (scale 4) → Dots (input Coords) → Color ramp → Output > Base color.
Caustics
Moving light patterns like under water.
Works in: material, object shader
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 1.5 | 0.05..50 | - |
| speed | 0.6 | 0..10 | - |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Caustics (input Coords) → Color ramp → Output > Base color.
Hexagons
Honeycomb pattern edges.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 6 | 0.5..100 | - |
| edge width | 0.06 | 0..0.5 | - |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Hexagons (input Coords) → Color ramp → Output > Base color.
Wave rings
Animated rings spreading from the centre.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| frequency | 20 | 1..200 | - |
| speed | 2 | -20..20 | - |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Wave rings (input Coords) → Color ramp → Output > Base color.
Linear gradient
0..1 from left to right (X of the coordinates).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Linear gradient (input Coords) → Color ramp → Output > Base color.
Radial gradient
1 in the centre, 0 at the edge.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Radial gradient (input Coords) → Color ramp → Output > Base color.
Angular gradient
0..1 around the centre like a clock hand.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Angular gradient (input Coords) → Color ramp → Output > Base color.
Circle
A soft disc.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| radius | 0.3 | 0..1 | - |
| softness | 0.02 | 0..0.5 | - |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Circle (input Coords) → Color ramp → Output > Base color.
Box
A soft rectangle.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| width | 0.6 | 0..1 | - |
| height | 0.4 | 0..1 | - |
| softness | 0.02 | 0..0.5 | - |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Box (input Coords) → Color ramp → Output > Base color.
Wood rings
Tree-ring pattern for wood.
Works in: material, object shader
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 4 | 0.1..50 | - |
| wobble | 0.3 | 0..2 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | 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: Texture coordinate (World) → Mapping (scale 4) → Wood rings (input Coords) → Color ramp → Output > Base color.
Marble veins
Wavy veins for marble.
Works in: material, object shader
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 1.5 | 0.05..20 | - |
| warp | 4 | 0..20 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | 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: Texture coordinate (World) → Mapping (scale 4) → Marble veins (input Coords) → Color ramp → Output > Base color.
Grid lines
A grid of thin lines (white lines on black).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| cells | 8 | 1..200 | - |
| line width | 0.05 | 0.001..0.5 | - |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Grid lines (input Coords) → Color ramp → Output > Base color.
Planks
Wooden floor boards with random tones and gaps.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| rows | 6 | 1..100 | - |
| plank length | 3 | 0.2..40 | - |
| gap | 0.03 | 0..0.3 | - |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Planks (input Coords) → Color ramp → Output > Base color.
Weave
Over-under fabric weave pattern.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| threads | 12 | 1..200 | - |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Weave (input Coords) → Color ramp → Output > Base color.
Wave texture
Bands or rings with sine, saw or triangle profile, bent by noise.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | world position |
| Scale | number | 3.0 |
| Distortion | number | 2.0 |
| Detail | number | 3.0 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| type | 0 | 0..1 | 0 Bands, 1 Rings |
| profile | 0 | 0..2 | 0 Sine, 1 Saw, 2 Triangle |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | 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: Texture coordinate (World) → Mapping (scale 4) → Wave texture (input Vector) → Color ramp → Output > Base color.
Gradient texture
Linear, quadratic, eased, diagonal, radial or spherical gradient.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| type | 0 | 0..6 | 0 Linear, 1 Quadratic, 2 Eased, 3 Diagonal, 4 Radial, 5 Spherical, 6 Quadratic sphere |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | 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: Texture coordinate (World) → Mapping (scale 4) → Gradient texture (input Vector) → Color ramp → Output > Base color.
Brick texture
Bricks with two colours, mortar, row offset and a value per brick.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | the object's UV |
| Colour 1 | colour | 0.62, 0.24, 0.16 |
| Colour 2 | colour | 0.45, 0.17, 0.12 |
| Mortar | colour | 0.75, 0.72, 0.66 |
| Scale | number | 6.0 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| brick ratio | 2 | 0.2..6 | - |
| row offset | 0.5 | 0..1 | - |
| mortar size | 0.05 | 0..0.3 | - |
| mortar smooth | 0.02 | 0..0.3 | - |
| colour variation | 0.6 | 0..1 | - |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| Mask | number |
| Brick value | number |
| Edge distance | 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) → Brick texture (input Vector) → Color ramp → Output > Base color.