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