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