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