Stingray Shader Node Reference

Stingray Shader Node Reference

Welcome to the Stingray Shader Node Reference!

This set of pages contains a detailed companion to all the shader nodes supplied with Stingray that you can use in your material shader graphs.

The reference is organized by the same categories that you see when you right-click in the Stingray Shader Graph editor.

The nodes in this category simulate local animations on the pixels being shaded.
The nodes in this category allow you to define constant float and vector values that you can use as inputs to other nodes.
The nodes in this category construct new vectors from scalar component values that you connect.
The nodes in this category are used with the Output > Decal Base output node.
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.
The nodes in this category are used with the Output > Light Base output node.
The nodes in this category perform common mathematical operations on their input values.
The nodes in this category get the world-space orientations and positions of the pixels being shaded.
The nodes in this category are the endpoints of material shader graphs, which produce the final color value to use for the pixel being shaded.
The nodes in this category read the color value stored in a texture resource at specified UV coordinates.
The nodes in this category are used with the Output > Terrain Base output node.
The nodes in this category convert vectors between different reference systems.
This category contains useful nodes that alter texture coordinates and color values in various ways.
The nodes in this category retrieve information about the surface being shaded from the vertices of the mesh.