You can build your physically based shader using the ShaderFX editor window and the available ShaderFX nodes.
To start, first create a Standard Base node from the ShaderFX right-click menu or the Node Browser.
To create a preset shader graph:
When creating your shading network, you can save the graph as a preset and reuse it next time you create a new Stingray Standard Base node. This allows you to avoid repeatedly creating identical shader graphs that would lower the performance of your game.

To edit your shader graph:
To create a float value in the shading network:
Material Variable node, then choose Scalar or Vector 3 or Vector 4 from the Type drop-down list on the Properties panel.


Naming your Stingray nodes makes it easier to find them on the Material Editor
Parameters rollout.

The Stingray Parameters rollout does not update until a new node is correctly wired.

To create a color value in the shading network:
Material Variable node, then choose Vector 3 or Vector 4 from the Type drop-down list on the Properties panel.


Naming your Stingray nodes makes it easier to find them on the Material Editor
Parameters rollout.

The Stingray Parameters rollout does not update until a new node is correctly wired.

In the ShaderFX editor, the node's preview swatch now shows the new color.

To create a texture map:
Sample Texture node.

Naming your Stingray nodes makes it easier to find them on the Material Editor
Parameters rollout.
Texcoord0) and wire it to the UV input of the Sample Texture node.
If you don't provide the Sample Texture node with coordinates, the ShaderFX editor flags an error when you try to wire the Sample Texture to another node's input.

The Stingray Parameters rollout does not update until a new node is correctly wired.

In the ShaderFX editor, the node's preview swatch now shows the new texture map.
