Input category - Stingray Shader Node Reference

Input category

Description

The nodes in this category get input values from the system, from preset textures, and from variables that you can set on the material using this graph.

Nodes

Outputs

Out

auto

The output value or values produced by this node.

Pre-requisites
Output nodesThis node can only be used in a shader graph that contains one of the following output nodes:

Output > Standard Base

Output > Unlit Base

Output > Terrain Base

Output > Decal Base

Node definition in file: core/shader_nodes/eye_vector.shader_node

Outputs

Out

auto

The output value or values produced by this node.

Node definition in file: core/shader_nodes/last_time.shader_node

Outputs

Out

auto

The scalar or vector value of the variable.

You can set the default value the material uses for this variable in the Property Editor panel. You can also use Flow, Lua, or a Level Story to change the value of this variable on the fly at runtime for individual units that use this material.

When you select this node in the shader graph, you can use the following options in the Property Editor to configure the properties of this variable and the type of UI control that will be used to control its value.

Display Name

The name that will be shown for this variable in the Property Editor and in the Story Editor.

Name

The internal name for this variable. No spaces allowed. Use this name when you want to change the value of this variable through Flow or Lua.

Type

Determines the number of output channels this node produces.

UIType

Determines the type of input widget the Property Editor panel provides in order to set the value of this variable.

UIOrder

Determines the order of this variable's input widget within the list of input variables and sample textures shown in the Property Editor. Variables with lower numbers show up toward the top of the Property Editor; variables with higher numbers show up lower down.

Min

The minimum value that can be set in the Property Editor for each channel of this variable.

Max

The maximum value that can be set in the Property Editor for each channel of this variable.

Step

The value that the Property Editor adds to or subtracts from this variable each time its value is incremented or decremented using the spinner buttons, mouse wheel, up and down arrows, etc.

Node definition in file: core/shader_nodes/material_variable.shader_node

Outputs

Out

auto

The screen coordinate of the shaded pixel in either normalized or pixel coordinates.

Options
Use Pixel Coordinates
NOTE: To set the options listed above, select this node in the shader graph and open the Property Editor panel in the Stingray Editor.

Node definition in file: core/shader_nodes/pixel_position.shader_node

Outputs

Out

scalar

A value between 0.0 (base of shell) and 1.0 (tip of shell) depending on what layer of the shells is being rendered.

Node definition in file: core/shader_nodes/shell_layer.shader_node

Outputs

Out

scalar

Outputs the shell length as calculated in the Position Offset (length of vertex offset)

Node definition in file: core/shader_nodes/shell_length.shader_node

Outputs

Out

auto

The output value or values produced by this node.

Node definition in file: core/stingray_renderer/shader_nodes/skydome_intensity.shader_node

Outputs

Out

auto

The output value or values produced by this node.

Pre-requisites
Output nodesThis node can only be used in a shader graph that contains the following output node:

Output > Standard Base

Node definition in file: core/shader_nodes/sun_direction.shader_node

Outputs

Out

auto

The output value or values produced by this node.

Node definition in file: core/shader_nodes/current_time.shader_node