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.
Outputs | |||||
Out | auto |
The output value or values produced by this node. | |||
Pre-requisites | Output nodes | This node can only be used in a shader graph that contains one of the following output nodes: |
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.
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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
Returns the normalized vector that represents the direction of the sun: the first directional light found in the scene.
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Outputs | |||||
Out | auto |
The output value or values produced by this node. | |||
Pre-requisites | Output nodes | This node can only be used in a shader graph that contains the following output node: |
Node definition in file: core/shader_nodes/sun_direction.shader_node