The nodes in this category perform common mathematical operations on their input values.
Inputs | |||||
auto | A |
The number or set of numbers that will be operated on. | |||
Outputs | |||||
Out | auto |
The absolute value of the input channels. |
If the input value has multiple channels, each channel is treated separately.
Node definition in file: core/shader_nodes/abs.shader_node
Inputs | |||||
auto | A |
The first input value. | |||
auto | B |
The second input value. | |||
Outputs | |||||
Out | auto |
The sum of the input channels. |
Node definition in file: core/shader_nodes/add.shader_node
Inputs | |||||
auto | A |
The number or set of numbers that will be operated on. | |||
Outputs | |||||
Out | auto |
The input channels, rounded up. |
If the input value has multiple channels, each channel is treated separately. See also Math > Floor.
Other related nodes
Node definition in file: core/shader_nodes/ceil.shader_node
Inputs | |||||
auto | Value |
The number or set of numbers that will be clamped. | |||
auto | Max |
The maximum permitted output value for each channel. | |||
auto | Min |
The minimum permitted output value for each channel. | |||
Outputs | |||||
Out | auto |
The result of clamping each input channel to the minimum and maximum. |
If the value is less than the minimum, it will be raised to the minimum value. If the value is between the minimum and maximum, it will be unchanged. If the value is greater than the maximum, it will be lowered to the maximum value. If the input value has multiple channels, each channel is treated separately.
Node definition in file: core/shader_nodes/clamp.shader_node
Inputs | |||||
auto | Angle |
The angle or set of angles that will be operated on. | |||
Outputs | |||||
Out | auto |
The cosine of the input channels. |
If the input value has multiple channels, each channel is treated separately.
Node definition in file: core/shader_nodes/cos.shader_node
Returns the cross product of the two input vectors: a vector that is at right angles to the two input vectors, perpendicular to the plane that contains the input vectors.
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Inputs | |||||
vector3 | A |
The first input vector. | |||
vector3 | B |
The second input vector. | |||
Outputs | |||||
Out | auto |
The cross product. |
Node definition in file: core/shader_nodes/cross.shader_node
Calculates how much an input value changes between adjacent pixels along the screen-space X axis, as a partial derivative.
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Inputs | |||||
auto | A |
The input value that will be operated on. | |||
Outputs | |||||
Out | auto |
The output value or values produced by this node. |
You may be able to use this information to perform custom filtering or anti-aliasing.
Node definition in file: core/shader_nodes/ddx.shader_node
Calculates how much an input value changes between adjacent pixels along the screen-space Y axis, as a partial derivative.
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Inputs | |||||
auto | A |
The input value that will be operated on. | |||
Outputs | |||||
Out | auto |
The output value or values produced by this node. |
You may be able to use this information to perform custom filtering or anti-aliasing.
Node definition in file: core/shader_nodes/ddy.shader_node
Inputs | |||||
vector2, vector3, vector4 | A |
The first input vector. | |||
vector2, vector3, vector4 | B |
The second input vector. | |||
Outputs | |||||
Out | scalar |
The distance from A to B. |
Node definition in file: core/shader_nodes/distance.shader_node
Inputs | |||||
vector2 | Pixel Position |
The absolute screen-space pixel position | |||
Outputs | |||||
Out | scalar |
a dither value |
Node definition in file: core/shader_nodes/dither.shader_node
Inputs | |||||
auto | A |
The dividend. | |||
auto | B |
The divisor. | |||
Outputs | |||||
Out | auto |
The quotient, i.e. the result of dividing each channel in A by the corresponding channel in B. |
Node definition in file: core/shader_nodes/div.shader_node
Returns the dot product or "scalar product" of the two input vectors: the degree to which the two vectors point in the same direction.
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Inputs | |||||
vector3 | A |
The first input vector. | |||
vector3 | B |
The second input vector. | |||
Outputs | |||||
Out | scalar |
The dot product. |
Node definition in file: core/shader_nodes/dot.shader_node
Inputs | |||||
auto | A |
The number or set of numbers that will be operated on. | |||
Outputs | |||||
Out | auto |
The input channels, rounded down. |
If the input value has multiple channels, each channel is treated separately. See also Math > Ceil.
Other related nodes
Node definition in file: core/shader_nodes/floor.shader_node
Calculates the floating-point remainder of dividing the first input value by the second input value, channel by channel.
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Inputs | |||||
auto | A |
The dividend. | |||
auto | B |
The divisor. | |||
Outputs | |||||
Out | auto |
The remainder after dividing each channel in input A by the corresponding channel in input B. |
Node definition in file: core/shader_nodes/fmod.shader_node
Inputs | |||||
auto | A |
The number or set of numbers that will be operated on. | |||
Outputs | |||||
Out | auto |
The decimal fraction of each channel in the input value. |
If the input value has multiple channels, each channel is treated separately.
Node definition in file: core/shader_nodes/frac.shader_node
Chooses between two possible input values, True and False, based on the result of a mathematical comparison between A and B.
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Inputs | |||||
auto | A |
The first number or set of numbers, which will be compared against B. | |||
auto | B |
The second number or set of numbers, which will be compared against A. | |||
auto | True |
The input value that this node will return if the comparison evaluates to true. | |||
auto | False |
The input value that this node will return if the comparison evaluates to false. | |||
Outputs | |||||
Out | auto |
Either the True input or the False input, depending on the result of the comparison. | |||
Options | |||||
Operator |
Selects the operator that will be used when comparing A to B. | ||||
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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Other related nodes
Node definition in file: core/shader_nodes/if.shader_node
Inputs | |||||
auto | A |
The input color that will be inverted. | |||
Outputs | |||||
Out | auto |
The inverse of each channel in the input value. |
If the input value contains multiple channels, each will be treated separately.
Node definition in file: core/shader_nodes/invert.shader_node
Inputs | |||||
vector2, vector3, vector4 | Vector |
The input vector. | |||
Outputs | |||||
Out | scalar |
The length of the input vector. |
Node definition in file: core/shader_nodes/length.shader_node
Inputs | |||||
auto | A |
The first input value. | |||
auto | B |
The second input value. | |||
auto | Weight |
A value that determines how the two input values should be combined in order to produce the result. Values closer to 0 make the result closer to input A; values closer to 1 make the result closer to input B. | |||
Outputs | |||||
Out | auto |
The output value or values produced by this node. |
See also Math > Smoothstep for cubic interpolation.
Other related nodes
Node definition in file: core/shader_nodes/lerp.shader_node
Inputs | |||||
auto | A |
The first input value. | |||
auto | Max |
The second input value. | |||
Outputs | |||||
Out | auto |
The larger of each channel in A and B. |
If the input values contain multiple channels, each will be treated separately.
Node definition in file: core/shader_nodes/max.shader_node
Inputs | |||||
auto | A |
The first input value. | |||
auto | Min |
The second input value. | |||
Outputs | |||||
Out | auto |
The lesser of each channel in A and B. |
If the input values contain multiple channels, each will be treated separately.
Node definition in file: core/shader_nodes/min.shader_node
Inputs | |||||
auto | A |
The multiplicand. | |||
auto | B |
The multiplier. | |||
Outputs | |||||
Out | auto |
The product, i.e. the result of multiplying each channel in A by the corresponding channel in B. |
Other related nodes
Domain Sample Texture Sample Cube Texture Sample Skydome Map Sample Texture Vertex Sample Texture Sample Blend Mask |
Node definition in file: core/shader_nodes/mul.shader_node
Inputs | |||||
vector2, vector3, vector4 | Vector |
The input vector that will be normalized. | |||
Outputs | |||||
Out | auto |
The normalized input vector. |
Node definition in file: core/shader_nodes/normalize.shader_node
Inputs | |||||
auto | Value |
The input value. | |||
auto | Power |
The exponent value. | |||
Outputs | |||||
Out | auto |
The output value or values produced by this node. |
If the input value contains multiple channels, each will be treated separately.
Node definition in file: core/shader_nodes/power.shader_node
Inputs | |||||
vector2, vector3, vector4 | Vector |
The direction of the input ray. | |||
vector2, vector3, vector4 | Normal |
The normal of the surface being hit by the ray. | |||
Outputs | |||||
Out | auto |
The direction taken by the ray after reflecting from the surface. |
Node definition in file: core/shader_nodes/reflect.shader_node
Inputs | |||||
vector2, vector3, vector4 | In Vector |
The direction of the input ray. | |||
vector2, vector3, vector4 | Normal |
The normal of the surface being hit by the ray. | |||
scalar | Index |
The index of refraction of the surface being hit. This controls the strength of the refraction, or the deviation from the straight-line path through the surface. | |||
Outputs | |||||
Out | auto |
The direction taken by the ray after refracting into the surface. |
Node definition in file: core/shader_nodes/refract.shader_node
Inputs | |||||
auto | Angle |
The angle or set of angles that will be operated on. | |||
Outputs | |||||
Out | auto |
The sine of the input channels. |
If the input value has multiple channels, each channel is treated separately.
Node definition in file: core/shader_nodes/sin.shader_node
Inputs | |||||
auto | Max |
The first input value. | |||
auto | Min |
The second input value. | |||
auto | X |
A value that determines how the two input values should be combined in order to produce the result. Values closer to 0 make the result closer to input A; values closer to 1 make the result closer to input B. | |||
Outputs | |||||
Out | auto |
The output value or values produced by this node. |
See also Math > Linear Interpolate.
Other related nodes
Node definition in file: core/shader_nodes/smoothstep.shader_node
Inputs | |||||
auto | A |
The input value. | |||
Outputs | |||||
Out | auto |
The square root of each channel in the input value. |
If the input value contains multiple channels, each will be treated separately.
Node definition in file: core/shader_nodes/square_root.shader_node