Nodes
AABB Max
Returns the maximum value in each dimension of the axis-aligned bounding box containing the mesh.
AABB Min
Returns the minimum value in each dimension of the axis-aligned bounding box containing the mesh.
ACos
Returns the arccosine of the value in radians.
ASin
Returns the arcsine of the value in radians.
ATan
Returns the arctangent of the value in radians.
ATan2
Returns the angle (in radians) formed by the horizontal offset X and vertical offset Y.
Abs
Returns the absolute (positive) value of the input.
Add
Returns the sum of the input values.
Add One
Returns 1 added to the value.
And
Returns 1 if both input values are non-zero, otherwise returns 0.
Blend
Combines two input colors using one of several Blend modes.
Bool Parameter
Adds a boolean parameter to the material.
Bool Value
Returns a predefined boolean value.
Camera Aspect
Aspect ratio (width / height) of the camera.
Camera FOV
Field of view of the camera in degrees.
Camera Facing Ratio
Ratio, from 0 to 1, that this surface is facing the camera.
Camera Far
Far plane distance of the camera.
Camera Forward
Direction vector that the camera is facing.
Camera Near
Near plane distance of the camera.
Camera Position
World position of the camera.
Camera Right
Camera's right facing direction vector.
Camera Up
Camera's up facing direction vector.
Ceil
Returns the input value rounded up to the next largest whole number.
Clamp
Clamps the value within a minimum and maximum range.
Color Parameter
Adds a color parameter to the material.
Color Value
Returns a predefined color value.
Combine Normals
Averages multiple normal vectors using input strengths as weights.
Component Time
The time in seconds since the VFX component was enabled, adjusted by the VFX Asset's delta time configuration.
Conditional
Returns the False input if the passed in value is 0, otherwise returns the True input.
Construct Matrix
Constructs a new matrix using the provided columns.
Construct Vector
Combines multiple input values into a single output value.
Cos
Returns the cosine of the Radians input angle.
Cross
Returns the cross product of the input vectors.
Curve Object Import
Imports a Curve Object into the sub-graph.
Curve Object Parameter
Exposes a curve parameter on the material.
Curve Parameter
Adds a curve object parameter to the material, and returns the sampled value of an input curve.
Curve Sample
Returns the value of a Curve Object at the given Sample Point.
Custom Code
Write GLSL shader functions directly in the graph system.
Custom Code
Write GLSL shader functions directly in a VFX Spawn container.
Custom Code
Write GLSL shader functions directly in a VFX Update container.
Custom Code Global
Returns a Global variable as defined by the user on Custom Code Nodes. Globals can be used to inject portions of the graph system into a Code Node.
Custom Pixel Code
Write GLSL shader functions directly in a VFX Output container for a pixel shader.
Custom Vertex Attribute
Returns the value of a custom vertex attribute of the current surface. Custom vertex attributes can be added to meshes using the MeshBuilder script API.
Custom Vertex Code
Write GLSL shader functions directly in a VFX Output container for a vertex shader.
DDX
Computes the partial derivative of the neighboring horizontal pixels in screen space.
DDY
The partial derivative of vertical pixels.
Degrees
Converts a number from radians to degrees.
Delta Time
Time elapsed since last frame.
Depth
Returns the camera depth of the surface
Discard
Discard the current pixel if the given conditions are met.
Distance
Returns the distance between the two input points.
Divide
Returns A divided by B.
Dot Product
Returns the dot product of the two input vectors.
Droplist Parameter
Adds a dropdown list parameter to the material.
Droplist Import
Exposes a dropdown list parameter on the sub-graph. This value can be modified through the Graph Properties panel.
Elapsed Time
Total time elapsed.
Emit Particle
This is the first stage of particle simulation and is responsible for setting the number of particles that will be emitted on a given frame.
Environment Sample
Returns the color of the environment map light given a direction and mipmap level (LOD).
Exp
Returns the natural exponentiation of the input value.
Exp2
Returns 2 raised to the power of the input value.
FWidth
The absolute sum of DDX and DDY.
FaceForward
Flips the supplied surface normal to face in the opposite direction I.
Faceted Normal
Returns flat normals to give a polygonal, faceted look. Plug this into the Override node (after PBR) to achieve the effect.
Flipbook Coords
Converts coordinates to match frames on a flipbook sheet.
Flipbook Sample
Samples color from an animated flipbook sheet texture.
Float Array Object Export
Exports a Float Array object to outside of the sub-graph.
Float Array Object Import
Imports a Float Array Object into the sub-graph.
Float Array Object Parameter
Adds a float array parameter to the material.
Float Array Object Value
Creates a predefined Float Array, and returns it as an object so it can be sampled or passed in to a sub-graph.
Float Array Parameter
Adds a float array parameter to the material and samples a value from it.
Float Array Value
Creates a static Float Array value, and samples and returns the array value at the specified index.
Float Export
Exports a float value to outside of the sub-graph.
Float Import
Imports a float value into the sub-graph.
Float Parameter
Adds a float parameter to the material.
Float Value
Returns a predefined float value.
Floor
Returns the input value rounded down to the next smallest whole number.
Flow Map Sample
Samples a texture with distorted coordinates from a given vector field, also known as a flow map.
Fluctuate
Automatically animates a value over time, ping-ponging between start and end values.
Fract
Returns the fractional part of the input value.
Get Array Size
Returns the number of elements in the passed in Float Array object.
Get Object Transform
Returns transform values of the scene object.
Gradient
Returns the value of a linearly interpolated procedural gradient. The sample position is a 0-1 value given by the Ratio input.
HSV to RGB
Converts a color from HSV (Hue, Saturation, Value) to RGB (Red, Green, Blue).
Hue to RGB
Converts a hue value to an RGB (Red, Green, Blue) color.
If / else
Returns the first Value where the matching Condition is true (not 0), or returns Default if all are 0.
Initialize Particle
The initialization stage of the particle simulation. Modify Attribute nodes added to this container are processed for a single frame the moment the particle is created.
Instance Count
Returns the material's "Instance Count" parameter, which controls how many instances of the mesh will be drawn each time the material is rendered.
Instance ID
Instance ID of the instance being drawn. Used with the material's "Instance Count" property.
Instance Ratio
Ratio of the current Instance ID compared to the total Instance Count. Useful when the material's "Instance Count" is greater than 1, which causes multiple instances of the mesh to be drawn.
Int Parameter
Adds an integer parameter to the material.
Int Value
Returns a predefined integer value.
Interpolate
Shifts data from the vertex shader to the pixel shader, which can save computation time.
Inverse Sqrt
Returns 1 divided by the square root of the input value.
Is All
Returns 1 if all elements of the input vector are non-zero, returns 0 otherwise.
Is Any
Returns 1 if any element of the input vector is non-zero, otherwise returns 0.
Is Equal
Returns 1 if A == B, returns 0 otherwise. This is calculated separately for each channel.
Is Fallback Mode
Provides a way to bypass advanced shader features and effects which can improve stability and performance on a wide variety of devices.
Is Front Facing
Returns 1 if the surface is front facing, 0 if back facing.
Is Greater
Returns 1 if A > B, returns 0 otherwise. This is calculated separately for each channel.
Is Greater or Equal
Returns 1 if A >= B, returns 0 otherwise. This is calculated separately for each channel.
Is Less
Returns 1 if A < B, returns 0 otherwise. This is calculated separately for each channel.
Is Less or Equal
Returns 1 if A <= B, returns 0 otherwise. This is calculated separately for each channel.
Is Not Equal
Returns 1 if A != B, returns 0 otherwise. This is calculated separately for each channel.
Kill Particle
When the Condition value is greater than 0.0, this sets the particle life to 0 and flags it as killed, removing it from the simulation and render.
LUT 3D
Converts the color using a lookup table texture.
Length
Returns the length of the vector.
Light Color
When used with a Loop (Lights) node, returns the color value of the current Light.
Light Direction
When used with a Loop (Lights) node, returns the world direction vector the current Light is facing.
Light Intensity
When used with a Loop (Lights) node, returns the intensity value of the current Light.