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r182
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r182
输入与访问器
几何体属性
instance
uv
tangentLocal
tangentGeometry
skinning
vertexIndex
vertexColor
attribute
instancedMesh
instancedBufferAttribute
bitangentGeometry
instanceIndex
normalGeometry
buffer
positionGeometry
instancedDynamicBufferAttribute
光照
lightShadowMatrix
lightProjectionUV (函数)
lightTargetPosition
lightViewPosition
lightPosition
渲染/屏幕/视口
viewportTexture
frameGroup
viewportMipTexture
deltaTime
screenCoordinate
velocity
pointUV
drawIndex
cameraViewport
backgroundIntensity
screenUV
viewportSafeUV
toneMappingExposure
viewportLinearDepth
faceDirection
screenSize
viewport
pointWidth
viewportSharedTexture
viewportCoordinate
frameId
frontFacing
viewportDepthTexture
viewportUV
backgroundRotation
viewportSize
backgroundBlurriness
局部/变换后坐标
tangentView
transformedNormalWorld
shadowPositionWorld
bitangentView
normalViewGeometry
positionViewDirection
clearcoatNormalView
positionView
transformedBitangentWorld
tangentWorld
positionPrevious
normalWorld
transformedTangentWorld
positionWorld
positionLocal
bitangentWorld
transformedTangentView
transformedBentNormalView
bitangentLocal
normalLocal
transformedClearcoatNormalView
positionWorldDirection
normalView
transformedNormalView
transformedBitangentView
normalWorldGeometry
bentNormalView
材质属性
shininess
materialAnisotropyVector
specularF90
materialAlphaTest
dispersion
materialAttenuationColor
dashSize
materialLineDashOffset
clearcoatRoughness
attenuationColor
materialIridescenceIOR
materialLightMap
ior
materialSpecularColor
materialPointSize
materialRefractionRatio
materialReference (函数)
materialOpacity
emissive
materialSheenRoughness
materialLineScale
roughness
transmission
materialReflectivity
materialSpecular
anisotropyB
materialDispersion
metalness
materialLineDashSize
materialShininess
anisotropy
materialAttenuationDistance
materialColor
materialSpecularStrength
materialIridescence
inversesqrt
anisotropyT
iridescenceIOR
alphaT
materialMetalness
materialIridescenceThickness
materialClearcoatNormal
sheen
materialEnvRotation
materialRotation
inverseSqrt
gapSize
materialSpecularIntensity
iridescenceThickness
materialLineWidth
attenuationDistance
materialEnvIntensity
materialNormal
diffuseColor
materialClearcoatRoughness
materialIOR
materialLineGapSize
specularColor
materialAO
materialTransmission
materialAnisotropy
materialSheen
sheenRoughness
materialClearcoat
clearcoat
materialEmissive
materialRoughness
materialThickness
相机
cameraViewMatrix
cameraPosition
cameraIndex
cameraWorldMatrix
cameraNormalMatrix
cameraProjectionMatrix
cameraFar
cameraProjectionMatrixInverse
cameraNear
通用输入
subgroupInclusiveAdd
subgroupShuffleXor
mx_modulo
EPSILON
vertexStage
textureLevel
textureBicubic
subgroupShuffleDown
mx_transform_uv
mx_unifiednoise3d
subgroupXor
inverse
screenDPR
addMethodChaining
nodeObjectIntent
subgroupBallot
subgroupInclusiveMul
uniformTexture
subgroupExclusiveMul
interleavedGradientNoise
Stack
OnBeforeObjectUpdate
subgroupShuffleUp
subgroupMul
userData
INFINITY
time
subgroupBroadcastFirst
mx_rotate2d
subgroupExclusiveAdd
subgroupOr
mx_unifiednoise2d
subgroupElect
mx_place2d
uniform
mx_invert
builtinAOContext
uniformArray
mx_ifgreater
replaceDefaultUV
mx_subtract
OnBeforeMaterialUpdate
mx_timer
mx_frame
PI
intBitsToFloat
mx_ramp4
mx_atan2
vogelDiskSample
stepElement
builtinShadowContext
PI2
PI2 (TWO_PI)
mx_ifgreatereq
materialReference
lightProjectionUV
mx_ifequal
uniformCubeTexture
subgroupMax
scriptableValue
color
subgroupBroadcast
subgroupMin
HALF_PI
subgroupShuffle
uniformFlow
mx_divide
directionToFaceDirection
builtin
mx_separate
模型/对象
modelRadius
modelScale
objectDirection
objectRadius
mediumpModelViewMatrix
modelViewMatrix
modelWorldMatrixInverse
modelNormalMatrix
modelViewProjection
modelPosition
modelDirection
highpModelNormalViewMatrix
objectScale
objectPosition
modelViewPosition
modelWorldMatrix
objectViewPosition
objectWorldMatrix
highpModelViewMatrix
深度
viewZToOrthographicDepth
depthPass
viewZToLogarithmicDepth
depth
viewZToPerspectiveDepth
linearDepth
数学运算
位运算
bitAnd
shiftRight
unpackSnorm2x16
countLeadingZeros
shiftLeft
packUnorm2x16
countOneBits
unpackHalf2x16
countTrailingZeros
packHalf2x16
bitNot
unpackUnorm2x16
xor
bitOr
bitXor
向量与矩阵
faceforward
difference
dot
length
normalize
TBNViewMatrix
cross
split
determinant
lengthSq
distance
vectorComponents
transpose
幂与对数
pow
cbrt
sqrt
pow2
mx_safepower
exp
inverseSqrt
pow3
log
mx_power
log2
pow4
exp2
取整与范围
smoothstepElement
step
clamp
trunc
max
range
sign
saturate
min
ceil
floor
smoothstep
fract
round
三角函数
tan
cos
sin
acos
asin
atan
坐标/值变换
logarithmicDepthToViewZ
radians
orthographicDepthToViewZ
colorToDirection
getScreenPosition
billboarding
refract
transformNormal
rotate
spherizeUV
getViewPosition
remap
transformDirection
remapClamp
mx_rotate3d
directionToColor
degrees
perspectiveDepthToViewZ
transformNormalToView
reflect
基础算术
div
mx_multiply
abs
remainder
reciprocal
add
negate
mul
sub
mod
mx_add
oneMinus
逻辑与流程控制
比较
greaterThan
equal
greaterThanEqual
lessThan
notEqual
lessThanEqual
逻辑
and
or
any
not
all
流程
assign
incrementBefore
loop
select
If
output
Continue
Discard
Break
Loop
stack
decrementBefore
decrement
Switch
Return
increment
光照与着色
法线与粗糙度
getGeometryRoughness
getRoughness
normalFlat
bentNormalView
faceForward
getNormalFromDepth
光照计算
getShIrradianceAt
lights
lightingContext
lightTargetDirection
getDistanceAttenuation
directPointLight
toonOutlinePass
反射/折射
getParallaxCorrectNormal
refractView
parallaxDirection
refractVector
reflectVector
reflectView
reflector
textureCubeUV
阴影
BasicPointShadowFilter
pointShadow
PointShadowFilter
PCFShadowFilter
BasicShadowFilter
PCFSoftShadowFilter
shadow
VSMShadowFilter
BRDF/BSDF
V_GGX_SmithCorrelated
iridescence
BRDF_GGX
F_Schlick
thickness
DFGApprox
BRDF_Lambert
Schlick_to_F0
D_GGX
DFGLUT
雾效
densityFogFactor
rangeFogFactor
fog
纹理与采样
节点
equirectUV
samplerComparison
texture
normalMap
spritesheetUV
textureBicubicLevel
dFdy
bumpMap
rotateUV
dFdx
texture3D
fwidth
maxMipLevel
cubeTextureBase
textureSize
parallaxUV
triplanarTextures
mx_heighttonormal
textureLoad
triplanarTexture
cubeTexture
sample
pmremTexture
mx_transform_uv
cubeToUV
getDirection
matcapUV
textureBicubic
sampler
颜色操作
颜色调整
blur
saturation
mx_contrast
hue
luminance
grayscale
posterize
cdl
unpremultiplyAlpha
premult
premultiplyAlpha
vibrance
gain
色彩空间
mx_srgb_texture_to_lin_rec709
colorSpaceToWorking
mx_hsvtorgb
sRGBTransferOETF
sRGBTransferEOTF
convertColorSpace
mx_rgbtohsv
workingToColorSpace
unpremult
混合模式
mixElement
overlay
screen
blendColor
blendScreen
mix
blendOverlay
blendBurn
blendDodge
色调映射
toneMapping
acesFilmicToneMapping
reinhardToneMapping
agxToneMapping
neutralToneMapping
renderOutput
linearToneMapping
cineonToneMapping
程序化生成
振荡器/曲线
oscSine
pcurve
parabola
oscSawtooth
oscSquare
oscTriangle
sinc
噪声
mx_cell_noise_float
mx_worley_noise_vec2
rand
mx_worley_noise_vec3
hash
mx_fractal_noise_vec4
mx_fractal_noise_vec3
mx_noise_vec3
mx_noise_float
mx_worley_noise_float
mx_noise_vec4
mx_fractal_noise_float
mx_fractal_noise_vec2
triNoise3D
图案
checker
shapeCircle
mx_aastep
mx_ramptb
mx_ramplr
类型转换
节点
floatBitsToUint
bitcast
bvec3
bvec4
ivec4
ivec3
uvec4
convert
mat3
uvec3
uint
int
uvec2
mat4
vec3
uintBitsToFloat
floatBitsToInt
bvec2
bool
vec2
packSnorm2x16
float
mat2
ivec2
vec4
高级计算与 GPGPU
原子操作
atomicMax
atomicLoad
atomicMin
atomicSub
atomicStore
atomicOr
atomicXor
atomicAnd
atomicAdd
内置变量
numWorkgroups
workgroupId
globalId
subgroupSize
localId
subgroupIndex
invocationSubgroupIndex
invocationLocalIndex
高级技术
batch
morphReference
computeSkinning
数据结构
workgroupArray
instancedArray
referenceBuffer
storage
element
storageTexture
attributeArray
nodeArray
bufferAttribute
dynamicBufferAttribute
array
arrayBuffer
textureStore
核心
textureBarrier
storageBarrier
ComputeNode
subgroupAdd
subgroupAll
outputStruct
compute
subgroupAny
computeKernel
mrt
subgroupAnd
workgroupBarrier
框架与工具
节点结构与元数据
nodeObject
Const
reference
namespace
ShaderNode
property
varyingProperty
range
struct
parameter
shaderStages
context
nodeProxyIntent
varying
nodeObjects
string
nodeProxy
调试与优化
passTexture
mx_splitlr
label
rtt
bypass
mx_splittb
debug
sharedUniformGroup
pass
Var
VarIntent
setName
nodeImmutable
convertToTexture
cache
函数与代码注入
glsl
atomicFunc
wgsl
js
scriptable
OnObjectUpdate
OnMaterialUpdate
subBuild
call
code
glslFn
overloadingFn
Fn
wgslFn
expression
构建与管理
setCurrentStack
defaultShaderStages
renderGroup
getShadowMaterial
NodeUpdateType
objectGroup
getShadowRenderObjectFunction
rendererReference
getConstNodeType
ScriptableNodeResources
NodeAccess
NodeShaderStage
NodeType
defaultBuildStages
getTextureIndex
defined
getCurrentStack
uniformGroup
已弃用节点
append
densityFog
addNodeElement
dodge
uniforms
atan2
viewportResolution
temp
timerLocal
cubeToUV
timerDelta
DFGApprox
storageObject
timerGlobal
burn
remainder
rangeFog
tslFn
modInt
viewportBottomLeft
equals
viewportTopLeft
cond
材质节点
节点
PointsNodeMaterial
MeshNormalNodeMaterial
LineBasicNodeMaterial
ShadowNodeMaterial
MeshStandardNodeMaterial
MeshToonNodeMaterial
MeshSSSNodeMaterial
MeshPhysicalNodeMaterial
MeshLambertNodeMaterial
LineDashedNodeMaterial
VolumeNodeMaterial
MeshPhongNodeMaterial
MeshBasicNodeMaterial
SpriteNodeMaterial
Line2NodeMaterial
MeshMatcapNodeMaterial
NodeMaterial