Node reference
This page is generated from the node library (cargo run -p kvas_engine --example gen_node_docs). Nodes in total: 215.
The letters show where a node can be used: M - material (.kmat), S - object shader (.kshader), E - camera effect (.kfx).
Parameters are shown as name (min..max). The descriptions are the tooltips of the editor (some older nodes only have Russian or no text yet).
Input
Constants, textures, time, UV.
| Node | Where | Inputs | Parameters | Description |
|---|---|---|---|---|
| Color | MSE | - | colour | A constant colour. |
| Value | MSE | - | value (-100..100) | A constant number. |
| Texture | MS | UV | slot (0..2), tiling (0.01..100) | Samples one of the material images (slot 0 albedo, 1 normal, 2 ORM). |
| Time | MSE | - | - | Seconds since the game started. |
| Object colour | MS | - | - | The colour set in the MeshRenderer of the object. |
| Triplanar texture | MS | - | slot (0..2), scale (0.01..50), sharpness (1..32) | Projects a material image from three world axes, no stretching on any slope. |
| Image texture | MS | Vector | slot (0..2), tiling x (0.01..100), tiling y (0.01..100), offset x (-10..10), offset y (-10..10), rotation (-1..1) | 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. |
| RGB | MSE | Colour | - | A colour with R, G, B and brightness outputs. |
Geometry
Position, normal, height, direction masks, vertex offsets.
| Node | Where | Inputs | Parameters | Description |
|---|---|---|---|---|
| UV | MSE | - | - | Texture coordinates of the surface (0..1). |
| World position | MS | - | - | Position of the pixel in the world. |
| Normal | MS | - | - | Direction the surface faces. |
| Height | MS | - | - | World height (Y) of the pixel. |
| Slope mask | MS | - | from (0..1), to (0..1) | 1 on flat ground, 0 on steep slopes (between the two thresholds). |
| Camera distance | MS | - | range (1..1000) | 0 at the camera, 1 at the chosen range (fog, level of detail). |
| View direction | MS | - | - | Unit vector from the surface to the camera. |
| Reflection | MS | - | - | The view direction mirrored by the surface normal. |
| Camera position | MS | - | - | World position of the camera. |
| Object position | MS | - | - | World position of the object's origin. |
| Object random | MS | - | - | A random number that is different for every object but constant over time. |
| Screen position | MS | - | - | Pixel position on the screen (0..1). |
| Direction mask | MS | - | x (-1..1), y (-1..1), z (-1..1), threshold (-1..1), softness (0.001..2) | White where the surface faces the chosen direction (x, y, z). Top = (0,1,0). |
| Surface sides | MS | - | - | Red = top faces, green = side faces, blue = bottom faces. Split with Red / Green / Blue nodes. |
| Triplanar weights | MS | - | sharpness (1..32) | How strongly each world axis projection (X, Y, Z) applies on this surface. |
| Local position | MS | - | - | Position relative to the object's origin. |
| Object distance | MS | - | range (0.1..500) | 0 at the object's centre, 1 at the chosen range. |
| World gradient | MS | - | x (-1..1), y (-1..1), z (-1..1), from (-1000..1000), to (-1000..1000) | A 0..1 ramp along a world direction between two values (fog by height, snow line). |
| Planar UV | MS | - | axis (0..2), scale (0.01..100) | Texture coordinates projected from world space along an axis. |
| Normal UV | MS | - | - | Spherical coordinates from the normal (for sky-like mapping). |
| Wave offset | MS | - | height (0..5), frequency (0..30), speed (-10..10) | Vertex offset for waves. Connect to Shader output > Vertex offset. |
| Wind sway | MS | - | strength (0..3), speed (0..20), scale (0..10) | Vertex offset that bends things in the wind, more at the top. Connect to Vertex offset. |
| Texture coordinate | MS | - | - | Every coordinate system at once: UV, object, world, normal, reflection and screen. |
| Geometry info | MS | - | - | Position, normal, view direction, height, back side and slope of the surface point. |
Light
Sun, shadows, highlights, rim light, glow (Emission).
| Node | Where | Inputs | Parameters | Description |
|---|---|---|---|---|
| Fresnel | MS | Power | - | Brighter at grazing angles (rim light, glass, water edges). |
| Sun light | MS | - | - | How much the surface faces the sun (0..1), without shadows. |
| Sky reflection | MS | - | - | What the sky looks like in the mirror direction. |
| Sun direction | MS | - | - | Unit vector pointing to the sun. |
| Sun colour | MS | - | - | Colour and strength of the sun. |
| Ambient light | MS | - | - | Constant ambient light colour of the scene. |
| Shadow | MS | - | - | 1 in light, 0 in the sun shadow. |
| Lighting | MS | Base | roughness (0..1) | Applies scene lighting (sun, shadows, lamps) to a colour. |
| Light angle | MS | - | - | Dot product of the normal and the sun direction: 1 facing the sun, -1 facing away. |
| Half lambert | MS | - | power (0.1..4) | Soft wrap-around sun lighting (0..1) without a hard dark side. |
| Specular highlight | MS | - | shininess (1..512), intensity (0..10) | Blinn-Phong glint of the sun. Higher shininess = smaller, sharper spot. |
| Rim light | MS | - | colour, power (0.1..12), intensity (0..20) | A coloured glow on the edges that face away from the camera. Plug into Emission. |
| Backlight | MS | - | sharpness (1..64) | Bright when the camera looks towards the sun through the surface (leaves, cloth, ice). |
| Facing ratio | MS | - | - | 1 where the surface faces the camera, 0 on silhouettes. |
| Sun with shadow | MS | - | - | Sun lighting amount (0..1) that respects shadows. |
| Sun lighting | MS | - | - | Sun colour times the lighting amount, with shadows. Add Sky light for a full diffuse term. |
| Sky light | MS | - | - | Ambient light from the sky in the direction of the normal. |
| Glow | MSE | - | colour, intensity (0..50) | A constant colour multiplied by an intensity. Plug into Emission to make things shine. |
| Pulsing glow | MSE | - | colour, intensity (0..50), speed (0..20) | A glow that pulses over time. |
| Layer weight | MS | Blend | - | Fresnel and facing masks with a blend control; good for coatings and rims. |
Normals
Normal maps, bump from height, normal blending.
| Node | Where | Inputs | Parameters | Description |
|---|---|---|---|---|
| Normal map | MS | Map, UV | strength (0..4) | Turns a normal-map colour into a surface direction. Connect the result to Output > Normal. |
| Bump from height | MS | Height | strength (0..10) | Makes bumps from a height value. Connect the result to Output > Normal. |
| Normal strength | MS | Normal | strength (0..4) | Blends between the surface normal and the connected normal. |
| Normal blend | MS | Base, Detail | - | Adds a detail normal on top of a base normal. |
| Normal to colour | MS | Normal | - | Shows a normal as a colour (for previews and debugging). |
| Noise bump | MS | Coords | scale (0.05..100), strength (0..10) | Bumps the surface with fractal noise. Connect to Output > Normal. |
| Height to normal | MS | UV | slot (0..2), tiling (0.01..100), strength (0..32) | Makes a normal-map colour from the height in a texture slot. Feed it to Normal map. |
| Bump | MS | Height, Strength, Distance | invert (0..1) | Surface relief from a height value; connect to Output > Normal. |
Noise
Fractal, Perlin, Voronoi, cracks, clouds, grunge. They show a preview by default.
| Node | Where | Inputs | Parameters | Description |
|---|---|---|---|---|
| Noise | MSE | Coords | scale (0.01..100) | Simple smooth value noise (2D, uses the X and Z of the coordinates). |
| Voronoi | MSE | Coords | scale (0.01..100) | Cell pattern: distance to the nearest random point. |
| Cell colour | MSE | Coords | scale (0.01..100) | A random colour per Voronoi cell. |
| Noise 3D | MS | Coords | scale (0.01..100) | Smooth 3D noise that does not stretch on any surface. |
| Ridged noise | MS | Coords | scale (0.01..100) | Noise with sharp ridges (mountains, veins). |
| Turbulence | MS | Coords | scale (0.01..100) | Billowy noise with creases (smoke, fire). |
| White noise | MSE | Coords | cells (1..1000) | A random grey value per cell, no smoothing (TV static). |
| Sparkle | MSE | Coords | cells (4..1000), density (0..1) | Rare bright dots (stars, glitter). |
| Fractal noise | MSE | Coords | scale (0.01..100), octaves (1..8), lacunarity (1.2..4), gain (0.1..0.9), type (0..2) | Layered noise with control over octaves, lacunarity and gain. Types: fBm, ridged, billow. |
| Perlin noise | MSE | Coords | scale (0.01..100) | Smooth gradient noise (0..1). |
| Voronoi cells | MSE | Coords | scale (0.01..100), randomness (0..1), output (0..3) | 3D cell noise. Outputs: distance, cell edges, random id per cell, second distance. |
| Cracks | MSE | Coords | scale (0.01..100), width (0.005..0.5) | Thin cracks along cell borders (dry ground, ice, shattered stone). |
| Warped noise | MSE | Coords | scale (0.01..100), warp (0..8) | Noise bent by other noise - swirly, organic shapes. |
| Clouds | MSE | Coords | scale (0.01..100), coverage (0..1), softness (0.01..1) | Soft cloud-like blobs. Coverage sets how much is filled. |
| Grunge | MSE | Coords | scale (0.01..100), contrast (0.1..8) | Dirt and wear mask. Multiply with a base colour or use for roughness. |
| Scratches | MSE | Coords | density (2..400), angle (-3.15..3.15) | Thin stretched scratches at an angle. |
| Noise texture | MSE | Vector, Scale, Detail, Roughness, Distortion | type (0..2), lacunarity (1.2..4) | Fractal noise with scale, detail, roughness and distortion inputs; outputs a factor and a colour. |
| Voronoi texture | MSE | Vector, Scale, Randomness | feature (0..3) | Cells: distance, edges, a value and a colour per cell. |
Patterns
Checker, bricks, hexagons, planks, weave, gradients and shapes.
| Node | Where | Inputs | Parameters | Description |
|---|---|---|---|---|
| Checker | MSE | Coords | scale (1..200) | A black and white checkerboard. |
| Stripes | MSE | Coords | scale (1..200), sharpness (0..1) | Parallel stripes along X. |
| Bricks | MSE | Coords | scale (1..100), mortar (0..0.3) | A brick wall pattern with mortar lines. |
| Dots | MSE | Coords | scale (1..200), size (0.01..0.5) | A grid of round dots. |
| Caustics | MS | Coords | scale (0.05..50), speed (0..10) | Moving light patterns like under water. |
| Hexagons | MSE | Coords | scale (0.5..100), edge width (0..0.5) | Honeycomb pattern edges. |
| Wave rings | MSE | Coords | frequency (1..200), speed (-20..20) | Animated rings spreading from the centre. |
| Linear gradient | MSE | Coords | - | 0..1 from left to right (X of the coordinates). |
| Radial gradient | MSE | Coords | - | 1 in the centre, 0 at the edge. |
| Angular gradient | MSE | Coords | - | 0..1 around the centre like a clock hand. |
| Circle | MSE | Coords | radius (0..1), softness (0..0.5) | A soft disc. |
| Box | MSE | Coords | width (0..1), height (0..1), softness (0..0.5) | A soft rectangle. |
| Wood rings | MS | Coords | scale (0.1..50), wobble (0..2) | Tree-ring pattern for wood. |
| Marble veins | MS | Coords | scale (0.05..20), warp (0..20) | Wavy veins for marble. |
| Grid lines | MSE | Coords | cells (1..200), line width (0.001..0.5) | A grid of thin lines (white lines on black). |
| Planks | MSE | Coords | rows (1..100), plank length (0.2..40), gap (0..0.3) | Wooden floor boards with random tones and gaps. |
| Weave | MSE | Coords | threads (1..200) | Over-under fabric weave pattern. |
| Wave texture | MSE | Vector, Scale, Distortion, Detail | type (0..1), profile (0..2) | Bands or rings with sine, saw or triangle profile, bent by noise. |
| Gradient texture | MSE | Vector | type (0..6) | Linear, quadratic, eased, diagonal, radial or spherical gradient. |
| Brick texture | MSE | Vector, Colour 1, Colour 2, Mortar, Scale | brick ratio (0.2..6), row offset (0..1), mortar size (0..0.3), mortar smooth (0..0.3), colour variation (0..1) | Bricks with two colours, mortar, row offset and a value per brick. |
Colour
Color ramp, blend modes, HSV, colour correction.
| Node | Where | Inputs | Parameters | Description |
|---|---|---|---|---|
| Hue shift | MSE | Colour | turns (-1..1) | Rotates the colours around the colour wheel. |
| Saturation | MSE | Colour | amount (0..3) | 0 = grey, 1 = unchanged, above 1 = more vivid. |
| Contrast | MSE | Colour | amount (0..3) | Pushes values away from mid grey. |
| Brightness | MSE | Colour | scale (0..10) | Multiplies the colour. |
| Gradient | MSE | Position, From, To | - | Blends two colours by a 0..1 position. |
| To grey | MSE | Colour | - | Converts a colour to its brightness. |
| Overlay | MSE | Base, Blend | - | Overlay blend: multiplies darks and screens lights. |
| Screen blend | MSE | Base, Blend | - | Screen blend: always lightens. |
| Colourize | MSE | Value, Tint | - | Tints the brightness of a colour with another colour. |
| Ramp 3 colours | MSE | Position, Low, Middle, High | - | Maps 0..1 to a three-colour gradient. |
| Gamma | MSE | Colour | gamma (0.1..5) | Gamma correction. |
| Exposure | MSE | Colour | stops (-8..8) | Brightens or darkens by photographic stops. |
| Levels | MSE | Colour | black (0..1), white (0..2) | Sets the black and white points. |
| Threshold | MSE | Colour | level (0..1) | Black and white by a brightness threshold. |
| Tone map | MSE | Colour | - | Filmic (ACES) tone mapping of HDR colour. |
| Color ramp | MSE | Position, Stop 1, Stop 2, Stop 3, Stop 4 | position 1 (0..1), position 2 (0..1), position 3 (0..1), position 4 (0..1), interpolation (0..2) | Maps 0..1 to a gradient of four colour stops placed at four positions. |
| Blend colours | MSE | A, B, Factor | mode (0..12) | Photoshop-style blend modes: 0 mix, 1 multiply, 2 screen, 3 overlay, 4 add, 5 subtract, 6 difference, 7 darken, 8 lighten, 9 soft light, 10 dodge, 11 burn, 12 hard light. |
| HSV adjust | MSE | Colour | hue shift (-0.5..0.5), saturation (0..3), value (0..3) | Shifts hue and scales saturation and brightness. |
| HSV to RGB | MSE | Hue, Saturation, Value | - | Builds a colour from hue, saturation and value. |
| RGB to HSV | MSE | Colour | - | Splits a colour into hue (red), saturation (green), value (blue). |
| Lift gamma gain | MSE | Colour | lift (-0.5..0.5), gamma (0.1..4), gain (0..4) | Classic three-way colour correction. |
| Colour temperature | MSE | Colour | warmth (-1..1) | Warm (orange) or cool (blue) tint. |
| Colour key | MSE | Colour | colour, tolerance (0..1.75), softness (0..1) | White where the colour is close to the key colour. |
| S-curve | MSE | Value | amount (0.05..0.95) | Contrast curve that keeps black and white fixed. |
| Bias curve | MSE | Value | bias (0.01..0.99) | Bends mid-tones towards dark or light. |
| Mix colour | MSE | Factor, A, B | blend mode (0..12), clamp result (0..1) | Blends A and B with a mode (mix, multiply, overlay, screen...) by a factor. |
| Hue saturation value | MSE | Colour, Hue, Saturation, Value, Factor | - | Shifts hue and scales saturation and brightness. |
| Invert | MSE | Colour, Factor | - | Inverts a colour by a factor. |
| RGB curves | MSE | Colour, Factor | y at 0 (-1..2), y at 0.25 (-1..2), y at 0.5 (-1..2), y at 0.75 (-1..2), y at 1 (-1..2) | Tone curve for colours through five points. |
| Bright contrast | MSE | Colour, Bright, Contrast | - | Brightness and contrast as inputs. |
Math
Arithmetic, curves, comparisons, transitions.
| Node | Where | Inputs | Parameters | Description |
|---|---|---|---|---|
| Add | MSE | A, B | - | A + B. |
| Subtract | MSE | A, B | - | A - B. |
| Multiply | MSE | A, B | - | A * B (tinting, masking). |
| Divide | MSE | A, B | - | A / B (safe: never divides by zero). |
| Mix | MSE | A, B, Factor | - | Blends A and B by Factor (0 = A, 1 = B). |
| Power | MSE | Value, Exponent | - | Raises to a power (curves, sharpening masks). |
| Clamp | MSE | Value | min (-100..100), max (-100..100) | Limits a value to a range. |
| One minus | MSE | Value | - | 1 - value (inverts a mask). |
| Sine | MSE | Value | frequency (0..100) | A sine wave remapped to 0..1. |
| Smoothstep | MSE | Value | edge 0 (-10..10), edge 1 (-10..10) | Smooth 0..1 transition between two edges. |
| Abs | MSE | Value | - | Absolute value. |
| Min | MSE | A, B | - | The smaller of two values. |
| Max | MSE | A, B | - | The larger of two values. |
| Fract | MSE | Value | - | The fractional part (repeats 0..1). |
| Step | MSE | Value | edge (0..1) | 0 below the edge, 1 above it. |
| Remap | MSE | Value | in min (-10..10), in max (-10..10), out min (-10..10), out max (-10..10) | Maps a range to another range (not clamped). |
| Negate | MSE | Value | - | Changes the sign. |
| Square root | MSE | Value | - | Square root. |
| Floor | MSE | Value | - | Rounds down. |
| Ceil | MSE | Value | - | Rounds up. |
| Round | MSE | Value | - | Rounds to the nearest whole number. |
| Sign | MSE | Value | - | -1, 0 or 1. |
| Saturate | MSE | Value | - | Clamps to 0..1. |
| Modulo | MSE | A, B | - | The remainder of A / B (repeating). |
| Multiply add | MSE | A, B, C | - | A * B + C in one node. |
| Cosine | MSE | Value | frequency (0..100) | A cosine wave remapped to 0..1. |
| Triangle wave | MSE | Value | frequency (0..100) | A zig-zag wave 0..1..0. |
| Sawtooth | MSE | Value | frequency (0..100) | A ramp that jumps back to 0. |
| Square wave | MSE | Value | frequency (0..100) | Alternates between 0 and 1. |
| Posterize | MSE | Value | steps (2..64) | Reduces the number of distinct levels. |
| Greater than | MSE | A, B | - | 1 where A > B, otherwise 0. |
| Branch | MSE | A, B, If A > B, Otherwise | - | If A > B returns the third input, otherwise the fourth. |
| Height blend | MSE | Height A, Height B, Blend | sharpness (0.001..2) | A blend mask where the higher of two heights wins (rock through snow, moss in cracks). |
| Exponential | MSE | Value | - | e raised to the value. |
| Logarithm | MSE | Value | - | Natural logarithm. |
| Reciprocal | MSE | Value | - | 1 divided by the value. |
| Inverse lerp | MSE | Value | from (-100..100), to (-100..100) | Where the value lies between from and to (0..1 inside). |
| Map range | MSE | Value | in min (-100..100), in max (-100..100), out min (-100..100), out max (-100..100) | Remaps a range to another and clamps the result. |
| Snap | MSE | Value | step (0.0001..100) | Rounds to the nearest multiple of the step. |
| Arc tangent 2 | MSE | Y, X | - | Angle of the point (X, Y) in radians. |
| Smootherstep | MSE | Value | edge 0 (-10..10), edge 1 (-10..10) | A smoother version of Smoothstep. |
| Less than | MSE | A, B | - | 1 where A < B, otherwise 0. |
| Average | MSE | A, B | - | Mean of two values. |
| Math | MSE | A, B, C | operation (0..25), clamp (0..1) | One node for 26 operations on numbers (add, power, smooth min, snap, ping-pong...). Pick the operation in the list. |
| Float curve | MSE | Value | y at 0 (-1..2), y at 0.25 (-1..2), y at 0.5 (-1..2), y at 0.75 (-1..2), y at 1 (-1..2) | Reshapes a value by a smooth curve through five points. |
| Clamp range | MSE | Value, Min, Max | - | Keeps a value between two inputs. |
Vectors
Components, dot and cross products, rotations, coordinates.
| Node | Where | Inputs | Parameters | Description |
|---|---|---|---|---|
| Red | MSE | Vector | - | Copies the red channel to all channels. |
| Green | MSE | Vector | - | Copies the green channel to all channels. |
| Blue | MSE | Vector | - | Copies the blue channel to all channels. |
| Combine | MSE | R, G, B | - | Builds a vector from the red channels of three inputs. |
| Length | MSE | Vector | - | Length of a vector. |
| Distance | MSE | A, B | - | Distance between two points. |
| Dot | MSE | A, B | - | Dot product (how much two directions agree). |
| Cross | MSE | A, B | - | Cross product (a direction perpendicular to both). |
| Normalize | MSE | Vector | - | Scales a vector to length 1. |
| Reflect | MSE | Incident, Normal | - | Mirrors a direction around a normal. |
| Rotate coords | MSE | Coords | angle (-6.3..6.3) | Rotates texture coordinates around the centre. |
| Scale offset coords | MSE | Coords | scale x (0.01..100), scale y (0.01..100), offset x (-100..100), offset y (-100..100) | Tiles and shifts texture coordinates. |
| Scroll coords | MSE | Coords | speed x (-10..10), speed y (-10..10) | Moves coordinates over time (flowing water, conveyor belts). |
| Polar coords | MSE | Coords | - | Converts coordinates to angle and radius. |
| Mirror tile | MSE | Coords | tiles (0.1..50) | Repeats coordinates mirrored, so the seams disappear. |
| Flipbook | MSE | Coords | columns (1..32), rows (1..32), frames per second (0..60) | Plays a grid of frames (sprite sheet) as animation. |
| Distort coords | MSE | Coords, Amount | scale (0.1..100) | Wobbles coordinates with noise (heat haze, water). |
| Rotate around axis | MSE | Vector, Axis | angle (-6.3..6.3) | Rotates a vector around an axis by an angle (radians). |
| Refract | MSE | Incident, Normal | index ratio (0.1..2) | Bends a direction through a surface (glass, water). |
| Twirl coords | MSE | Coords | amount (-20..20) | Swirls coordinates around the centre. |
| Vector math | MSE | A, B | operation (0..16) | Operations on vectors: cross, dot, project, reflect, distance, normalize... |
| Separate RGB | MSE | Colour | - | Splits a colour into R, G and B. |
| Separate XYZ | MSE | Vector | - | Splits a vector into X, Y and Z. |
| Combine XYZ | MSE | X, Y, Z | - | Builds a vector from three numbers. |
| Mapping | MSE | Vector | location x (-100..100), location y (-100..100), location z (-100..100), rotation (-1..1), scale x (-100..100), scale y (-100..100), scale z (-100..100) | Moves, turns and scales texture coordinates. |
| Jitter coords | MSE | Vector, Amount | scale (0.01..100) | Adds smooth noise to coordinates to break visible repetition. |
Utility
Reroute, comments, number from the Inspector.
| Node | Where | Inputs | Parameters | Description |
|---|---|---|---|---|
| Reroute | MSE | Value | - | A tiny pass-through point to tidy long links. |
| Comment | MSE | - | - | A frame with a note. Nodes inside it move with it. |
| Inspector number | MSE | - | slot 0-7 (0..7), default (-1000..1000), zero uses default (0..1) | A number you can change per object in the Inspector (MeshRenderer user 1..8) or from a script. |
| Time scaled | MSE | - | speed (-50..50) | Time multiplied by a speed. |
| Pulse | MSE | - | hertz (0..20) | A smooth 0..1 wave over time. |
Camera
Only in camera effect graphs (.kfx).
| Node | Where | Inputs | Parameters | Description |
|---|---|---|---|---|
| Screen color | E | Coords | - | Colour of the camera image at the given coordinates (blur, distortion). |
| Pixel colour | E | - | - | The current pixel of the camera image. |
| Pixel size | E | - | - | Size of one screen pixel in 0..1 units. |
| Aspect ratio | E | - | - | Screen width divided by height. |
| Blur | E | Coords | radius px (0..30) | Cheap 5-tap blur of the camera image. |
| Chromatic split | E | Coords | amount px (0..30) | Shifts the red and blue channels apart. |
| Edge detect | E | Coords | strength (0..20) | White where the picture changes sharply. |
| Pixelate | E | Coords | cells across (8..1000) | Blocky retro look. |
| Vignette | E | Coords | strength (0..2) | Darkens the screen edges. |
| Scanlines | E | Coords | lines (10..2000) | CRT-like horizontal lines. |
Output nodes
| Graph | Node | Inputs |
|---|---|---|
| Material | Output | Base color, Roughness, Metallic, Emission, Alpha, Occlusion, Normal, Height |
| Object shader | Shader output | Color, Alpha, Emission, Light amount, Roughness, Vertex offset |
| Camera effect | Effect output | Color |