Docs
r182
Docs
r182
Inputs & Accessors
Depth
depth
viewZToLogarithmicDepth
linearDepth
depthPass
viewZToOrthographicDepth
viewZToPerspectiveDepth
Material Property
materialIOR
materialSheen
materialAnisotropyVector
dispersion
materialReference
roughness
materialSpecularColor
transmission
anisotropyB
iridescenceThickness
materialRoughness
materialSpecular
materialTransmission
materialNormal
materialAttenuationDistance
materialReflectivity
materialIridescence
gapSize
materialClearcoatRoughness
attenuationColor
inversesqrt
sheen
anisotropy
materialShininess
materialColor
materialOpacity
materialLineGapSize
materialSheenRoughness
anisotropyT
materialAnisotropy
metalness
materialThickness
iridescenceIOR
materialRotation
diffuseColor
emissive
materialPointSize
clearcoat
materialClearcoat
materialAlphaTest
materialLineDashOffset
materialLightMap
alphaT
materialAttenuationColor
specularColor
inverseSqrt
attenuationDistance
sheenRoughness
materialLineScale
materialRefractionRatio
materialSpecularIntensity
materialLineWidth
ior
materialEmissive
materialIridescenceThickness
materialLineDashSize
materialDispersion
materialSpecularStrength
specularF90
materialClearcoatNormal
materialEnvIntensity
materialEnvRotation
dashSize
materialAO
clearcoatRoughness
shininess
materialMetalness
materialIridescenceIOR
Lighting
lightTargetPosition
lightProjectionUV
lightShadowMatrix
lightPosition
lightViewPosition
Model/Object
objectViewPosition
highpModelNormalViewMatrix
modelViewMatrix
modelScale
modelNormalMatrix
modelWorldMatrix
modelViewPosition
objectDirection
objectPosition
modelRadius
modelPosition
modelWorldMatrixInverse
mediumpModelViewMatrix
objectWorldMatrix
modelViewProjection
modelDirection
highpModelViewMatrix
objectScale
objectRadius
Local/Transformed Coordinates
clearcoatNormalView
transformedNormalView
transformedTangentWorld
bentNormalView
transformedClearcoatNormalView
tangentView
positionWorld
transformedBitangentView
positionWorldDirection
positionPrevious
bitangentWorld
transformedBitangentWorld
normalLocal
normalViewGeometry
normalWorld
bitangentLocal
shadowPositionWorld
bitangentView
normalView
positionView
positionViewDirection
normalWorldGeometry
transformedNormalWorld
transformedBentNormalView
transformedTangentView
tangentWorld
positionLocal
Render/Screen/Viewport
backgroundIntensity
toneMappingExposure
viewportSharedTexture
viewportMipTexture
viewport
viewportDepthTexture
viewportSize
viewportLinearDepth
faceDirection
backgroundRotation
backgroundBlurriness
viewportUV
frameId
screenSize
viewportSafeUV
screenUV
frontFacing
viewportTexture
screenCoordinate
pointWidth
drawIndex
frameGroup
cameraViewport
velocity
pointUV
deltaTime
viewportCoordinate
Camera
cameraPosition
cameraWorldMatrix
cameraFar
cameraIndex
cameraNear
cameraViewMatrix
cameraNormalMatrix
cameraProjectionMatrix
cameraProjectionMatrixInverse
Geometry Attribute
skinning
instance
bitangentGeometry
buffer
tangentLocal
instancedBufferAttribute
positionGeometry
normalGeometry
instanceIndex
tangentGeometry
vertexIndex
instancedDynamicBufferAttribute
uv
attribute
instancedMesh
vertexColor
General Input
mx_place2d
mx_ramp4
uniformFlow
vogelDiskSample
subgroupOr
subgroupMul
interleavedGradientNoise
materialReference
uniformArray
INFINITY
mx_subtract
builtin
directionToFaceDirection
mx_invert
mx_divide
mx_ifequal
subgroupShuffle
subgroupInclusiveMul
textureLevel
EPSILON
subgroupExclusiveAdd
mx_modulo
scriptableValue
subgroupBallot
uniform
uniformTexture
subgroupElect
mx_frame
screenDPR
PI2 (TWO_PI)
subgroupMax
userData
OnBeforeObjectUpdate
mx_separate
inverse
mx_unifiednoise3d
HALF_PI
subgroupShuffleUp
mx_transform_uv
stepElement
builtinShadowContext
color
textureBicubic
uniformCubeTexture
lightProjectionUV
addMethodChaining
subgroupInclusiveAdd
replaceDefaultUV
nodeObjectIntent
builtinAOContext
mx_timer
subgroupBroadcastFirst
subgroupMin
Stack
subgroupXor
mx_atan2
PI2
mx_ifgreater
mx_unifiednoise2d
subgroupExclusiveMul
PI
subgroupShuffleDown
mx_rotate2d
mx_ifgreatereq
intBitsToFloat
vertexStage
subgroupBroadcast
time
subgroupShuffleXor
OnBeforeMaterialUpdate
Mathematical Operations
Vector and Matrix Operations
length
split
faceforward
TBNViewMatrix
distance
normalize
difference
dot
vectorComponents
transpose
lengthSq
cross
determinant
Trigonometric Functions
atan
tan
sin
acos
asin
cos
Basic Arithmetic
oneMinus
div
mul
abs
mx_add
sub
reciprocal
mx_multiply
negate
remainder
add
mod
Bitwise Operations
unpackUnorm2x16
unpackHalf2x16
shiftLeft
bitNot
countLeadingZeros
packUnorm2x16
bitXor
packHalf2x16
shiftRight
xor
bitAnd
countTrailingZeros
countOneBits
bitOr
unpackSnorm2x16
Rounding and Range Operations
step
round
floor
max
clamp
smoothstep
min
smoothstepElement
range
trunc
ceil
fract
saturate
sign
Powers and Logarithms
log2
cbrt
pow
inverseSqrt
log
mx_safepower
exp
pow3
exp2
pow2
mx_power
sqrt
pow4
Coordinate and Value Transformations
mx_rotate3d
remapClamp
colorToDirection
remap
getViewPosition
rotate
refract
degrees
perspectiveDepthToViewZ
radians
transformNormalToView
directionToColor
logarithmicDepthToViewZ
orthographicDepthToViewZ
getScreenPosition
reflect
transformNormal
billboarding
spherizeUV
transformDirection
Logic & Flow Control
Comparison
equal
greaterThanEqual
lessThan
lessThanEqual
greaterThan
notEqual
Flow
incrementBefore
decrementBefore
increment
select
Break
stack
Switch
assign
Loop
loop
Return
Continue
If
Discard
output
decrement
Logic
or
and
all
any
not
Lighting & Shading
BRDF/BSDF
F_Schlick
iridescence
D_GGX
DFGLUT
thickness
Schlick_to_F0
V_GGX_SmithCorrelated
BRDF_Lambert
DFGApprox
BRDF_GGX
Reflection / Refraction
parallaxDirection
textureCubeUV
getParallaxCorrectNormal
reflectView
reflector
refractVector
reflectVector
refractView
Shadows
BasicShadowFilter
PointShadowFilter
VSMShadowFilter
PCFSoftShadowFilter
shadow
BasicPointShadowFilter
PCFShadowFilter
pointShadow
Fog
fog
densityFogFactor
rangeFogFactor
Lighting Calculations
directPointLight
toonOutlinePass
getDistanceAttenuation
lights
lightTargetDirection
lightingContext
getShIrradianceAt
Normals & Roughness
bentNormalView
getGeometryRoughness
getRoughness
getNormalFromDepth
faceForward
normalFlat
Color Operations
Blend Modes
blendColor
blendBurn
overlay
blendScreen
mix
screen
mixElement
blendDodge
blendOverlay
Color Spaces
unpremult
convertColorSpace
mx_rgbtohsv
vibrance
colorSpaceToWorking
sRGBTransferEOTF
mx_srgb_texture_to_lin_rec709
workingToColorSpace
sRGBTransferOETF
mx_hsvtorgb
Color Adjustments
blur
luminance
gain
vibrance
mx_contrast
grayscale
saturation
premult
unpremultiplyAlpha
hue
posterize
premultiplyAlpha
cdl
Tone Mapping
renderOutput
cineonToneMapping
linearToneMapping
toneMapping
acesFilmicToneMapping
reinhardToneMapping
neutralToneMapping
agxToneMapping
Procedural Generation
Oscillators / Curves
oscSquare
sinc
oscSawtooth
oscTriangle
parabola
pcurve
oscSine
Patterns
mx_aastep
mx_ramptb
mx_ramplr
shapeCircle
checker
Noise
mx_cell_noise_float
mx_worley_noise_vec3
mx_fractal_noise_vec2
mx_worley_noise_float
mx_fractal_noise_float
mx_noise_float
rand
mx_worley_noise_vec2
hash
mx_fractal_noise_vec4
mx_noise_vec4
triNoise3D
mx_fractal_noise_vec3
mx_noise_vec3
Type Conversion
Node
mat3
bitcast
mat2
bvec4
uvec4
ivec3
uint
convert
vec4
bvec2
floatBitsToInt
float
ivec4
bvec3
uvec3
uvec2
uintBitsToFloat
int
floatBitsToUint
mat4
vec2
vec3
bool
ivec2
packSnorm2x16
Advanced & GPGPU
Advanced Techniques
batch
computeSkinning
morphReference
Built-in Variables
localId
invocationLocalIndex
workgroupId
invocationSubgroupIndex
numWorkgroups
subgroupIndex
globalId
subgroupSize
Atomic Operations
atomicStore
atomicMin
atomicLoad
atomicAdd
atomicSub
atomicAnd
atomicXor
atomicMax
atomicOr
Core
storageBarrier
subgroupAnd
subgroupAll
mrt
textureBarrier
ComputeNode
subgroupAdd
subgroupAny
computeKernel
compute
workgroupBarrier
outputStruct
Data Structures
element
storage
textureStore
attributeArray
referenceBuffer
instancedArray
workgroupArray
dynamicBufferAttribute
arrayBuffer
bufferAttribute
nodeArray
storageTexture
array
Framework & Utilities
Debugging & Optimization
sharedUniformGroup
debug
passTexture
mx_splitlr
setName
VarIntent
convertToTexture
pass
nodeImmutable
Var
rtt
mx_splittb
label
bypass
cache
Function & Code Injection
glsl
call
wgslFn
OnObjectUpdate
OnMaterialUpdate
scriptable
Fn
subgroupSize
overloadingFn
wgsl
atomicFunc
js
code
expression
subBuild
glslFn
Construction & Management
ScriptableNodeResources
objectGroup
NodeAccess
rendererReference
NodeShaderStage
getConstNodeType
getShadowMaterial
getTextureIndex
NodeType
getCurrentStack
uniformGroup
NodeUpdateType
getShadowRenderObjectFunction
setCurrentStack
defaultBuildStages
renderGroup
defined
defaultShaderStages
Node Structure & Metadata
property
nodeObject
parameter
nodeProxy
string
nodeObjects
namespace
context
varyingProperty
reference
range
ShaderNode
varying
shaderStages
nodeProxyIntent
struct
Const
Deprecation Node
viewportResolution
cubeToUV
uniforms
densityFog
atan2
timerLocal
rangeFog
timerDelta
temp
equals
viewportBottomLeft
modInt
burn
viewportTopLeft
tslFn
storageObject
timerGlobal
remainder
addNodeElement
append
cond
dodge
DFGApprox
Node Material
Node
ShadowNodeMaterial
MeshPhysicalNodeMaterial
LineBasicNodeMaterial
Line2NodeMaterial
MeshBasicNodeMaterial
MeshNormalNodeMaterial
NodeMaterial
SpriteNodeMaterial
VolumeNodeMaterial
MeshMatcapNodeMaterial
MeshPhongNodeMaterial
MeshToonNodeMaterial
MeshLambertNodeMaterial
LineDashedNodeMaterial
PointsNodeMaterial
LineDashedNodeMaterial
MeshStandardNodeMaterial
MeshSSSNodeMaterial
Texture & Sampling
Node
dFdy
normalMap
textureSize
equirectUV
textureLoad
textureBicubic
cubeTexture
texture3D
mx_transform_uv
textureBicubicLevel
triplanarTextures
parallaxUV
rotateUV
cubeToUV
sample
cubeTextureBase
fwidth
samplerComparison
getDirection
maxMipLevel
mx_heighttonormal
texture
dFdx
pmremTexture
triplanarTexture
bumpMap
matcapUV
sampler
spritesheetUV