Vectors
Components, dot and cross products, rotations, coordinates.
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.
Red
Copies the red channel to all channels.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | 0.0 |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Red (input Vector) → Color ramp → Output > Base color.
Green
Copies the green channel to all channels.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | 0.0 |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Green (input Vector) → Color ramp → Output > Base color.
Blue
Copies the blue channel to all channels.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | 0.0 |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Blue (input Vector) → Color ramp → Output > Base color.
Combine
Builds a vector from the red channels of three inputs.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| R | number | 0.0 |
| G | number | 0.0 |
| B | number | 0.0 |
Outputs
| Output | Type |
|---|---|
| Vector | vector |
| Length | number |
| Normalized | vector |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Noise texture (Factor) → Combine (input R) → Mix colour (Factor).
Length
Length of a vector.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | 0.0 |
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) → Length (input Vector) → Color ramp → Output > Base color.
Distance
Distance between two points.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| A | number | 0.0 |
| B | number | 0.0 |
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: Noise texture (Factor) → Distance (input A) → Mix colour (Factor).
Dot
Dot product (how much two directions agree).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| A | number | 0.0 |
| B | number | 0.0 |
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: Noise texture (Factor) → Dot (input A) → Mix colour (Factor).
Cross
Cross product (a direction perpendicular to both).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| A | number | 0.0 |
| B | number | 0.0 |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Noise texture (Factor) → Cross (input A) → Mix colour (Factor).
Normalize
Scales a vector to length 1.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | 0.0, 1.0, 0.0 |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Normalize (input Vector) → Color ramp → Output > Base color.
Reflect
Mirrors a direction around a normal.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Incident | number | 0.0, -1.0, 0.0 |
| Normal | vector | 0.0, 1.0, 0.0 |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Noise texture (Factor) → Reflect (input Incident) → Mix colour (Factor).
Rotate coords
Rotates texture coordinates around 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 |
|---|---|---|---|
| angle | 0 | -6.3..6.3 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Rotate coords (input Coords) → Color ramp → Output > Base color.
Scale offset coords
Tiles and shifts texture coordinates.
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 x | 1 | 0.01..100 | - |
| scale y | 1 | 0.01..100 | - |
| offset x | 0 | -100..100 | - |
| offset y | 0 | -100..100 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Scale offset coords (input Coords) → Color ramp → Output > Base color.
Scroll coords
Moves coordinates over time (flowing water, conveyor belts).
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 |
|---|---|---|---|
| speed x | 0.1 | -10..10 | - |
| speed y | 0 | -10..10 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Scroll coords (input Coords) → Color ramp → Output > Base color.
Polar coords
Converts coordinates to angle and radius.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Polar coords (input Coords) → Color ramp → Output > Base color.
Mirror tile
Repeats coordinates mirrored, so the seams disappear.
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 |
|---|---|---|---|
| tiles | 2 | 0.1..50 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Mirror tile (input Coords) → Color ramp → Output > Base color.
Flipbook
Plays a grid of frames (sprite sheet) as animation.
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 |
|---|---|---|---|
| columns | 4 | 1..32 | - |
| rows | 4 | 1..32 | - |
| frames per second | 8 | 0..60 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Flipbook (input Coords) → Color ramp → Output > Base color.
Distort coords
Wobbles coordinates with noise (heat haze, water).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
| Amount | number | 0.05 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 4 | 0.1..100 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Distort coords (input Coords) → Color ramp → Output > Base color.
Rotate around axis
Rotates a vector around an axis by an angle (radians).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | 1.0, 0.0, 0.0 |
| Axis | vector | 0.0, 1.0, 0.0 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| angle | 0 | -6.3..6.3 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Rotate around axis (input Vector) → Color ramp → Output > Base color.
Refract
Bends a direction through a surface (glass, water).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Incident | number | 0.0, -1.0, 0.0 |
| Normal | vector | 0.0, 1.0, 0.0 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| index ratio | 0.75 | 0.1..2 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Noise texture (Factor) → Refract (input Incident) → Mix colour (Factor).
Twirl coords
Swirls coordinates around 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 |
|---|---|---|---|
| amount | 3 | -20..20 | - |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Texture coordinate (World) → Mapping (scale 4) → Twirl coords (input Coords) → Color ramp → Output > Base color.
Vector math
Operations on vectors: cross, dot, project, reflect, distance, normalize...
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| A | number | 0.0 |
| B | number | 1.0 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| operation | 0 | 0..16 | 0 Add, 1 Subtract, 2 Multiply, 3 Divide, 4 Cross product, 5 Project, 6 Reflect, 7 Dot product, 8 Distance, 9 Length, 10 Scale, 11 Normalize, 12 Absolute, 13 Minimum, 14 Maximum, 15 Floor, 16 Fraction |
Output: vector
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Noise texture (Factor) → Vector math (input A) → Mix colour (Factor).
Separate RGB
Splits a colour into R, G and B.
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) → Separate RGB (input Colour) → Output > Base color.
Separate XYZ
Splits a vector into X, Y and Z.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | world position |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Separate XYZ (input Vector) → Color ramp → Output > Base color.
Combine XYZ
Builds a vector from three numbers.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| X | number | 0.0 |
| Y | number | 0.0 |
| Z | number | 0.0 |
Outputs
| Output | Type |
|---|---|
| Vector | vector |
| Length | number |
| Normalized | vector |
Feeds Vector / Coords / UV inputs of textures and noises, or Normal of the output. For one channel pick the X/Y/Z conversion.
Example: Noise texture (Factor) → Combine XYZ (input X) → Mix colour (Factor).
Mapping
Moves, turns and scales texture coordinates.
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 |
|---|---|---|---|
| location x | 0 | -100..100 | - |
| location y | 0 | -100..100 | - |
| location z | 0 | -100..100 | - |
| rotation | 0 | -1..1 | - |
| scale x | 1 | -100..100 | - |
| scale y | 1 | -100..100 | - |
| scale z | 1 | -100..100 | - |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Mapping (input Vector) → Color ramp → Output > Base color.
Jitter coords
Adds smooth noise to coordinates to break visible repetition.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | world position |
| Amount | number | 0.2 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 4 | 0.01..100 | - |
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.
Example: Texture coordinate (World) → Mapping (scale 4) → Jitter coords (input Vector) → Color ramp → Output > Base color.