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