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Documentation overhaul
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README.md
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README.md
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Visual shader node library for Godot engine. Supports all 4.2.0+ versions!
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Adds various extra nodes to use in built-in visual shader editor.
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# Installation
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Copy the contents of **_addons/ShaderLib_** into the same folder in your project. No activation needed. Custom visual shader nodes work the same way as standard visual shader nodes.
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If you don't immediatly see new nodes under **_Addons_** category, simply reload your project.
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# Uninstallation
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Delete the contents of **_addons/ShaderLib_** folder from your project. Make sure to delete it using the Godot editor instead of your default file system program.
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# Nodes documentation
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<details open>
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<summary><h1>Geometry nodes</h1></summary>
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<details>
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<summary><h3>Mesh node</h3></summary>
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Provides accees to node's position and scale in world space.
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<hr>
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|position|vec3|None|Node/object position in world space|
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|scale|vec3|None|Node/object scale in world space|
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___
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</details>
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</details>
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<hr>
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<details open>
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<summary><h1>Maths nodes</h1></summary>
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<details open>
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<summary><h2>Vector</h2></summary>
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<details>
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<summary><h3>Vector Transform node</h3></summary>
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Returns the transformed vector of the input value <i><b>in</b></i> from one coordinate space to another.<br><br><i>This node is only available in shader mode SPATIAL.</i>
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|in|vector3|none|Input vector|
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**Controls**
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|Name|Options|Description|
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|---|---|---|
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|From|Local, World, View, Screen, Tangent|Coordinate space from which you want to transform the input vector|
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|To|Local, World, View, Screen, Tangent|Coordinate space to which you want to transform the input vector|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|out|vector3|None|Output vector|
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___
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</details>
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</details>
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<details open>
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<summary><h2>Wave</h2></summary>
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<details>
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<summary><h3>Noise Sine Wave node</h3></summary>
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Returns the sine of the value of input <b><i>in</i></b>. For variance, psuedo-random noise is added to the amplitude of the sine wave, within a range determined by input <b><i>min max</i></b>.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|in|Dynamic vector|none|Input value|
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|min max|vec2|none|Minimum and Maximum values for noise intensity|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|out|Dynamic vector|None|Output value|
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___
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</details>
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<details>
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<summary><h3>Sawtooth Wave node</h3></summary>
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Returns a sawtooth wave from the value of input <b><i>in</i></b>. Resulting output values will be between -1 and 1.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|in|Dynamic vector|none|Input value|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|out|Dynamic vector|None|Output value|
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___
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</details>
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<details>
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<summary><h3>Square Wave node</h3></summary>
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Returns a square wave from the value of input <b><i>in</i></b>. Resulting output values will be between -1 and 1.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|in|Dynamic vector|none|Input value|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|out|Dynamic vector|None|Output value|
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___
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</details>
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<details>
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<summary><h3>Triangle Wave node</h3></summary>
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Returns a triangle wave from the value of input <b><i>in</i></b>. Resulting output values will be between -1 and 1.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|in|Dynamic vector|none|Input value|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|out|Dynamic vector|None|Output value|
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___
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</details>
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</details>
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</details>
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<hr>
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<details open>
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<summary><h1>Procedural nodes</h1></summary>
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<details>
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<summary><h3>Checker Board node</h3></summary>
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Generates a checkerboard of alternating colors between inputs <b><i>color A</i></b> and <b><i>color B</i></b> based on input UV.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|uv|vec2|UV|Input UV value|
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|color a|vec3|none|First checker color|
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|color b|vec3|none|Second checker color|
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|frequency|vec2|none|Scale of checkerboard per axis|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|output|vec3|None|Output checkerboard value|
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___
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</details>
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<details open>
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<summary><h2>Noise</h2></summary>
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<details>
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<summary><h3>Gradient Noise node</h3></summary>
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Generates a gradient, or Perlin noise based on input UV. The resulting <b><i>output</i></b> values will be between -1 and 1.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|scale|float|none|Noise scale|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|output|float|None|Output noise value|
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___
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</details>
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<details>
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<summary><h3>Pseudo Random Noise node</h3></summary>
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Generates a pseudo random noise based on input seed. The resulting <b><i>output</i></b> values will be between 0 and 1.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|seed|float|none|Input seed|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|output|float|None|Output noise value|
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___
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</details>
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<details>
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<summary><h3>Simple Noise node</h3></summary>
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Generates a simplex, or value noise based on input UV. The resulting <b><i>output</i></b> values will be between 0 and 1.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|scale|float|none|Noise scale|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|output|float|None|Output noise value|
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___
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</details>
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<details>
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<summary><h3>Voronoi node</h3></summary>
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Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generated by calculating distances between a pixel and a lattice of points. By offsetting these points by a pseudo-random number, controlled by <b><i>angle offset</i></b>, a cluster of cells can be generated.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|uv|vec2|UV|Input UV value|
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|cell density|float|none|Density of generated cells|
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|angle offset|float|none|Offset values for points|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|output|float|None|Output noise value|
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|cells|float|None|Raw cell data|
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___
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</details>
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</details>
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<details open>
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<summary><h2>Shapes</h2></summary>
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<details>
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<summary><h3>Ellipse node</h3></summary>
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Generates an ellipse shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating dot effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|uv|vec2|UV|Input UV value|
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|width|float|none|Ellipse width|
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|height|float|none|Ellipse height|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|output|float|None|Output ellipse value|
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___
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</details>
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<details>
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<summary><h3>Polygon node</h3></summary>
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Generates a regular polygon shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The polygon's amount of sides is determined by input <b><i>sides</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating polygon effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|uv|vec2|UV|Input UV value|
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|sides|int|none|Number of sides of the polygon|
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|width|float|none|Polygon width|
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|height|float|none|Polygon height|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|output|float|None|Output polygon value|
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___
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</details>
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<details>
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<summary><h3>Rectangle node</h3></summary>
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Generates a rectangle shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rectangle effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|width|float|none|Rectangle width|
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|height|float|none|Rectangle height|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|output|float|None|Output rectangle value|
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___
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</details>
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<details>
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<summary><h3>Rounded Polygon node</h3></summary>
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Generates a rounded polygon shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The polygon's amount of sides is determined by input <b><i>sides</i></b>. The radius of each corner is defined by input <b><i>roundnesss</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded polygon effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|uv|vec2|UV|Input UV value|
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|width|float|none|Rounded polygon width|
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|height|float|none|Rounded polygon height|
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|sides|int|none|Number of sides of the polygon|
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|roundness|float|none|Corner radius|
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**Outputs**
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|Name|Type|Binding|Description|
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|output|float|None|Output rounded polygon value|
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___
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</details>
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<details>
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<summary><h3>Rounded Rectangle node</h3></summary>
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Generates a rounded rectangle shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The radius of each corner is defined by input <b><i>radius</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded rectangle effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|width|float|none|Rounded rectangle width|
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|height|float|none|Rounded rectangle height|
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|radius|float|none|Corner radius|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|output|float|None|Output rounded rectangle value|
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___
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</details>
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</details>
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</details>
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<hr>
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<details open>
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<summary><h1>UV nodes</h1></summary>
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Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.
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<details>
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<summary><h3>Flipbook node</h3></summary>
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Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV. The amount of tiles on the sheet are defined by the values of the inputs <b><i>rows</i></b> and <b><i>columns</i></b>.
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This node can be used to create a texture animation functionality, commonly used for particle effects and sprites. Animation frames will go from top left to bottom right.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.</i>
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|uv|vec2|UV|Input UV value|
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|rows|int|none|Amount of horizontal tiles in texture sheet|
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|columns|int|none|Amount of vertical tiles in texture sheet|
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|anim speed|float|none|Animation speed|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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___
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</details>
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<details>
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<summary><h3>Parallax mapping node</h3></summary>
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The Parallax Mapping node lets you create a parallax effect that displaces a Material's UVs to create the illusion of depth inside a Material.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.</i>
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|height map|sampler2D|none|Height map texture|
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|amplitude|float|none|amplitude or depth of the effect|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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___
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</details>
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<details>
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<summary><h3>Radial Shear node</h3></summary>
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Applies a radial shear warping effect similar to a wave to the value of input UV.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|center|vec2|none|Center reference point|
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|strength|float|none|Strength of the effect|
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|offset|vec2|none|Individual channel offsets|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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___
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</details>
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<details>
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<summary><h3>Rotate node</h3></summary>
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Rotates value of input UV around a reference point defined by input <b><i>center</i></b> by the amount of input <b><i>rotation</i></b>.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|center|vec2|none|Center reference point|
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|rotation|float|none|Rotation amount in radians|
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**Controls**
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|Name|Options|Description|
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|---|---|---|
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|Units|Degrees, Radians|Specifies the unit for <i><b>rotation</b></i> input|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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||||
___
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||||
</details>
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||||
<details>
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<summary><h3>Spherize node</h3></summary>
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Applies a spherical warping effect similar to a fisheye camera lens to the value of input UV.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|center|vec2|none|Center reference point|
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|strength|float|none|Strength of the effect|
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|offset|vec2|none|Individual channel offsets|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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||||
___
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||||
</details>
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||||
<details>
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||||
<summary><h3>Swirl node</h3></summary>
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||||
Applies a swirl warping effect similar to a black hole to the value of input UV. Very similar to <b><i>Twirl node</b></i>, key difference is it uses the inverse of vector length (One minus).
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<hr>
|
||||
|
||||
**Inputs**
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|Name|Type|Binding|Description|
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||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
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||||
|center|vec2|none|Center reference point|
|
||||
|strength|float|none|Strength of the effect|
|
||||
|offset|vec2|none|Individual channel offsets|
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||||
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||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
___
|
||||
</details>
|
||||
<details>
|
||||
<summary><h3>Tiling and Offset node</h3></summary>
|
||||
Tiles and offsets the value of input UV by the inputs <b><i>tiling</i></b> and <b><i>offset</i></b> respectively. This is commonly used for detail maps and scrolling textures over TIME.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|tiling|vec2|none|Amount of tiling to apply per channel|
|
||||
|offset|vec2|none|Amount of offset to apply per channel|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
___
|
||||
</details>
|
||||
<details>
|
||||
<summary><h3>Twirl node</h3></summary>
|
||||
Applies a twirl warping effect similar to a black hole to the value of input UV. Very similar to <b><i>Swirl node</b></i>, key difference is it uses the length of a vector.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|center|vec2|none|Center reference point|
|
||||
|strength|float|none|Strength of the effect|
|
||||
|offset|vec2|none|Individual channel offsets|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
___
|
||||
</details>
|
||||
</details>
|
||||
[Documentation can be found here.](/documentation/Documentation.md)
|
55
documentation/Documentation.md
Normal file
55
documentation/Documentation.md
Normal file
@ -0,0 +1,55 @@
|
||||
# Installation
|
||||
Copy the contents of **_addons/ShaderLib_** into the same folder in your project. No activation needed. Custom visual shader nodes work the same way as standard visual shader nodes.
|
||||
|
||||
If you don't immediatly see new nodes under **_Addons_** category, simply reload your project.
|
||||
# Uninstallation
|
||||
Delete the contents of **_addons/ShaderLib_** folder from your project. Make sure to delete it using the Godot editor instead of your default file system program.
|
||||
# Available Nodes
|
||||
<details>
|
||||
<summary><h2>Geometry nodes</h2></summary>
|
||||
<h5>[Mesh node](/documentation/Nodes/Geometry/Mesh.md)</h5>
|
||||
</details>
|
||||
<details>
|
||||
<summary><h2>Maths nodes</h2></summary>
|
||||
<details>
|
||||
<summary><h3>Vector</h3></summary>
|
||||
<h5>[Vector Transform node](/documentation/Nodes/Maths/Vector/VectorTransform.md)</h5>
|
||||
</details>
|
||||
<details>
|
||||
<summary><h2>Wave</h2></summary>
|
||||
<h5>[Noise Sine Wave node](/documentation/Nodes/Maths/Wave/NoiseSineWave.md)</h5>
|
||||
<h5>[Sawtooth Wave node](/documentation/Nodes/Maths/Wave/SawtoothWave.md)</h5>
|
||||
<h5>[Square Wave node](/documentation/Nodes/Maths/Wave/SquareWave.md)</h5>
|
||||
<h5>[Triangle Wave node](/documentation/Nodes/Maths/Wave/TriangleWave.md)</h5>
|
||||
</details>
|
||||
</details>
|
||||
<details>
|
||||
<summary><h2>Procedural nodes</h2></summary>
|
||||
<h5>[Checker Board node](/documentation/Nodes/Procedural/CheckerBoard.md)</h5>
|
||||
<details>
|
||||
<summary><h3>Noise</h3></summary>
|
||||
<h5>[Gradient Noise node](/documentation/Nodes/Procedural/Noise/GradientNoise.md)</h5>
|
||||
<h5>[Pseudo Random Noise node](/documentation/Nodes/Procedural/Noise/PseudoRandomNoise.md)</h5>
|
||||
<h5>[Simple Noise node](/documentation/Nodes/Procedural/Noise/SimpleNoise.md)</h5>
|
||||
<h5>[Voronoi node](/documentation/Nodes/Procedural/Noise/Voronoi.md)</h5>
|
||||
</details>
|
||||
<details>
|
||||
<summary><h2>Shapes</h2></summary>
|
||||
<h5>[Ellipse node](/documentation/Nodes/Procedural/Shapes/Ellipse.md)</h5>
|
||||
<h5>[Polygon node](/documentation/Nodes/Procedural/Shapes/Polygon.md)</h5>
|
||||
<h5>[Rectangle node](/documentation/Nodes/Procedural/Shapes/Rectangle.md)</h5>
|
||||
<h5>[Rounded Polygon node](/documentation/Nodes/Procedural/Shapes/RoundedPolygon.md)</h5>
|
||||
<h5>[Rounded Rectangle node](/documentation/Nodes/Procedural/Shapes/RoundedRectangle.md)</h5>
|
||||
</details>
|
||||
</details>
|
||||
<details>
|
||||
<summary><h2>UV nodes</h2></summary>
|
||||
<h5>[Flipbook node](/documentation/Nodes/UV/Flipbook.md)</h5>
|
||||
<h5>[Parallax Mapping node](/documentation/Nodes/UV/ParallaxMapping.md)</h5>
|
||||
<h5>[Radial Shear node](/documentation/Nodes/UV/RadialShear.md)</h5>
|
||||
<h5>[Rotate node](/documentation/Nodes/UV/Rotate.md)</h5>
|
||||
<h5>[Spherize node](/documentation/Nodes/UV/Spherize.md)</h5>
|
||||
<h5>[Swirl node](/documentation/Nodes/UV/Swirl.md)</h5>
|
||||
<h5>[Tiling and Offset node](/documentation/Nodes/UV/TilingAndOffset.md)</h5>
|
||||
<h5>[Twirl node](/documentation/Nodes/UV/Twirl.md)</h5>
|
||||
</details>
|
10
documentation/Nodes/Geometry/Mesh.md
Normal file
10
documentation/Nodes/Geometry/Mesh.md
Normal file
@ -0,0 +1,10 @@
|
||||
# Mesh node
|
||||
Provides accees to node's position and scale in world space.
|
||||
<hr>
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|position|vec3|None|Node/object position in world space|
|
||||
|scale|vec3|None|Node/object scale in world space|
|
||||
___
|
20
documentation/Nodes/Maths/Vector/VectorTransform.md
Normal file
20
documentation/Nodes/Maths/Vector/VectorTransform.md
Normal file
@ -0,0 +1,20 @@
|
||||
# Vector Transform node
|
||||
Returns the transformed vector of the input value <i><b>in</b></i> from one coordinate space to another.<br><br><i>This node is only available in shader mode SPATIAL.</i>
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|in|vector3|none|Input vector|
|
||||
|
||||
**Controls**
|
||||
|Name|Options|Description|
|
||||
|---|---|---|
|
||||
|From|Local, World, View, Screen, Tangent|Coordinate space from which you want to transform the input vector|
|
||||
|To|Local, World, View, Screen, Tangent|Coordinate space to which you want to transform the input vector|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|out|vector3|None|Output vector|
|
||||
___
|
15
documentation/Nodes/Maths/Wave/NoiseSineWave.md
Normal file
15
documentation/Nodes/Maths/Wave/NoiseSineWave.md
Normal file
@ -0,0 +1,15 @@
|
||||
# Noise Sine Wave node
|
||||
Returns the sine of the value of input <b><i>in</i></b>. For variance, psuedo-random noise is added to the amplitude of the sine wave, within a range determined by input <b><i>min max</i></b>.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|in|Dynamic vector|none|Input value|
|
||||
|min max|vec2|none|Minimum and Maximum values for noise intensity|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|out|Dynamic vector|None|Output value|
|
||||
___
|
14
documentation/Nodes/Maths/Wave/SawtoothWave.md
Normal file
14
documentation/Nodes/Maths/Wave/SawtoothWave.md
Normal file
@ -0,0 +1,14 @@
|
||||
# Sawtooth Wave node
|
||||
Returns a sawtooth wave from the value of input <b><i>in</i></b>. Resulting output values will be between -1 and 1.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|in|Dynamic vector|none|Input value|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|out|Dynamic vector|None|Output value|
|
||||
___
|
14
documentation/Nodes/Maths/Wave/SquareWave.md
Normal file
14
documentation/Nodes/Maths/Wave/SquareWave.md
Normal file
@ -0,0 +1,14 @@
|
||||
# Square Wave node
|
||||
Returns a square wave from the value of input <b><i>in</i></b>. Resulting output values will be between -1 and 1.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|in|Dynamic vector|none|Input value|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|out|Dynamic vector|None|Output value|
|
||||
___
|
14
documentation/Nodes/Maths/Wave/TriangleWave.md
Normal file
14
documentation/Nodes/Maths/Wave/TriangleWave.md
Normal file
@ -0,0 +1,14 @@
|
||||
# Triangle Wave node
|
||||
Returns a triangle wave from the value of input <b><i>in</i></b>. Resulting output values will be between -1 and 1.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|in|Dynamic vector|none|Input value|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|out|Dynamic vector|None|Output value|
|
||||
___
|
17
documentation/Nodes/Procedural/CheckerBoard.md
Normal file
17
documentation/Nodes/Procedural/CheckerBoard.md
Normal file
@ -0,0 +1,17 @@
|
||||
# Checker Board node
|
||||
Generates a checkerboard of alternating colors between inputs <b><i>color A</i></b> and <b><i>color B</i></b> based on input UV.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|color a|vec3|none|First checker color|
|
||||
|color b|vec3|none|Second checker color|
|
||||
|frequency|vec2|none|Scale of checkerboard per axis|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|vec3|None|Output checkerboard value|
|
||||
___
|
15
documentation/Nodes/Procedural/Noise/GradientNoise.md
Normal file
15
documentation/Nodes/Procedural/Noise/GradientNoise.md
Normal file
@ -0,0 +1,15 @@
|
||||
# Gradient Noise node
|
||||
Generates a gradient, or Perlin noise based on input UV. The resulting <b><i>output</i></b> values will be between -1 and 1.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|scale|float|none|Noise scale|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output noise value|
|
||||
___
|
14
documentation/Nodes/Procedural/Noise/PseudoRandomNoise.md
Normal file
14
documentation/Nodes/Procedural/Noise/PseudoRandomNoise.md
Normal file
@ -0,0 +1,14 @@
|
||||
# Pseudo Random Noise node
|
||||
Generates a pseudo random noise based on input seed. The resulting <b><i>output</i></b> values will be between 0 and 1.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|seed|float|none|Input seed|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output noise value|
|
||||
___
|
15
documentation/Nodes/Procedural/Noise/SimpleNoise.md
Normal file
15
documentation/Nodes/Procedural/Noise/SimpleNoise.md
Normal file
@ -0,0 +1,15 @@
|
||||
# Simple Noise node
|
||||
Generates a simplex, or value noise based on input UV. The resulting <b><i>output</i></b> values will be between 0 and 1.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|scale|float|none|Noise scale|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output noise value|
|
||||
___
|
17
documentation/Nodes/Procedural/Noise/Voronoi.md
Normal file
17
documentation/Nodes/Procedural/Noise/Voronoi.md
Normal file
@ -0,0 +1,17 @@
|
||||
# Voronoi node
|
||||
Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generated by calculating distances between a pixel and a lattice of points. By offsetting these points by a pseudo-random number, controlled by <b><i>angle offset</i></b>, a cluster of cells can be generated.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|cell density|float|none|Density of generated cells|
|
||||
|angle offset|float|none|Offset values for points|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output noise value|
|
||||
|cells|float|None|Raw cell data|
|
||||
___
|
16
documentation/Nodes/Procedural/Shapes/Ellipse.md
Normal file
16
documentation/Nodes/Procedural/Shapes/Ellipse.md
Normal file
@ -0,0 +1,16 @@
|
||||
# Ellipse node
|
||||
Generates an ellipse shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The generated shape can be offset or tiled by connecting a <b><i>[TilingAndOffset](/documentation/Nodes/UV/TilingAndOffset.md)</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating dot effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|width|float|none|Ellipse width|
|
||||
|height|float|none|Ellipse height|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output ellipse value|
|
||||
___
|
17
documentation/Nodes/Procedural/Shapes/Polygon.md
Normal file
17
documentation/Nodes/Procedural/Shapes/Polygon.md
Normal file
@ -0,0 +1,17 @@
|
||||
# Polygon node
|
||||
Generates a regular polygon shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The polygon's amount of sides is determined by input <b><i>sides</i></b>. The generated shape can be offset or tiled by connecting a <b><i>[TilingAndOffset](/documentation/Nodes/UV/TilingAndOffset.md)</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating polygon effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|sides|int|none|Number of sides of the polygon|
|
||||
|width|float|none|Polygon width|
|
||||
|height|float|none|Polygon height|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output polygon value|
|
||||
___
|
16
documentation/Nodes/Procedural/Shapes/Rectangle.md
Normal file
16
documentation/Nodes/Procedural/Shapes/Rectangle.md
Normal file
@ -0,0 +1,16 @@
|
||||
# Rectangle node
|
||||
Generates a rectangle shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The generated shape can be offset or tiled by connecting a <b><i>[TilingAndOffset](/documentation/Nodes/UV/TilingAndOffset.md)</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rectangle effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|width|float|none|Rectangle width|
|
||||
|height|float|none|Rectangle height|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output rectangle value|
|
||||
___
|
18
documentation/Nodes/Procedural/Shapes/RoundedPolygon.md
Normal file
18
documentation/Nodes/Procedural/Shapes/RoundedPolygon.md
Normal file
@ -0,0 +1,18 @@
|
||||
# Rounded Polygon node
|
||||
Generates a rounded polygon shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The polygon's amount of sides is determined by input <b><i>sides</i></b>. The radius of each corner is defined by input <b><i>roundnesss</i></b>. The generated shape can be offset or tiled by connecting a <b><i>[TilingAndOffset](/documentation/Nodes/UV/TilingAndOffset.md)</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded polygon effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|width|float|none|Rounded polygon width|
|
||||
|height|float|none|Rounded polygon height|
|
||||
|sides|int|none|Number of sides of the polygon|
|
||||
|roundness|float|none|Corner radius|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output rounded polygon value|
|
||||
___
|
17
documentation/Nodes/Procedural/Shapes/RoundedRectangle.md
Normal file
17
documentation/Nodes/Procedural/Shapes/RoundedRectangle.md
Normal file
@ -0,0 +1,17 @@
|
||||
# Rounded Rectangle node
|
||||
Generates a rounded rectangle shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The radius of each corner is defined by input <b><i>radius</i></b>. The generated shape can be offset or tiled by connecting a <b><i>[TilingAndOffset](/documentation/Nodes/UV/TilingAndOffset.md)</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded rectangle effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|width|float|none|Rounded rectangle width|
|
||||
|height|float|none|Rounded rectangle height|
|
||||
|radius|float|none|Corner radius|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output rounded rectangle value|
|
||||
___
|
18
documentation/Nodes/UV/Flipbook.md
Normal file
18
documentation/Nodes/UV/Flipbook.md
Normal file
@ -0,0 +1,18 @@
|
||||
# Flipbook node
|
||||
Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV. The amount of tiles on the sheet are defined by the values of the inputs <b><i>rows</i></b> and <b><i>columns</i></b>.
|
||||
This node can be used to create a texture animation functionality, commonly used for particle effects and sprites. Animation frames will go from top left to bottom right.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.<br><br>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|rows|int|none|Amount of horizontal tiles in texture sheet|
|
||||
|columns|int|none|Amount of vertical tiles in texture sheet|
|
||||
|anim speed|float|none|Animation speed|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
___
|
15
documentation/Nodes/UV/ParallaxMapping.md
Normal file
15
documentation/Nodes/UV/ParallaxMapping.md
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@ -0,0 +1,15 @@
|
||||
# Parallax mapping node
|
||||
The Parallax Mapping node lets you create a parallax effect that displaces a Material's UVs to create the illusion of depth inside a Material.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.<br><br>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|height map|sampler2D|none|Height map texture|
|
||||
|amplitude|float|none|amplitude or depth of the effect|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
___
|
17
documentation/Nodes/UV/RadialShear.md
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17
documentation/Nodes/UV/RadialShear.md
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@ -0,0 +1,17 @@
|
||||
# Radial Shear node
|
||||
Applies a radial shear warping effect similar to a wave to the value of input UV.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|center|vec2|none|Center reference point|
|
||||
|strength|float|none|Strength of the effect|
|
||||
|offset|vec2|none|Individual channel offsets|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
___
|
21
documentation/Nodes/UV/Rotate.md
Normal file
21
documentation/Nodes/UV/Rotate.md
Normal file
@ -0,0 +1,21 @@
|
||||
# Rotate node
|
||||
Rotates value of input UV around a reference point defined by input <b><i>center</i></b> by the amount of input <b><i>rotation</i></b>.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|center|vec2|none|Center reference point|
|
||||
|rotation|float|none|Rotation amount in radians|
|
||||
|
||||
**Controls**
|
||||
|Name|Options|Description|
|
||||
|---|---|---|
|
||||
|Units|Degrees, Radians|Specifies the unit for <i><b>rotation</b></i> input|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
___
|
17
documentation/Nodes/UV/Spherize.md
Normal file
17
documentation/Nodes/UV/Spherize.md
Normal file
@ -0,0 +1,17 @@
|
||||
# Spherize node
|
||||
Applies a spherical warping effect similar to a fisheye camera lens to the value of input UV.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|center|vec2|none|Center reference point|
|
||||
|strength|float|none|Strength of the effect|
|
||||
|offset|vec2|none|Individual channel offsets|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
___
|
17
documentation/Nodes/UV/Swirl.md
Normal file
17
documentation/Nodes/UV/Swirl.md
Normal file
@ -0,0 +1,17 @@
|
||||
# Swirl node
|
||||
Applies a swirl warping effect similar to a black hole to the value of input UV. Very similar to <b><i>[Twirl node](/documentation/Nodes/UV/Twirl.md)</b></i>, key difference is it uses the inverse of vector length (One minus).<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|center|vec2|none|Center reference point|
|
||||
|strength|float|none|Strength of the effect|
|
||||
|offset|vec2|none|Individual channel offsets|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
___
|
16
documentation/Nodes/UV/TilingAndOffset.md
Normal file
16
documentation/Nodes/UV/TilingAndOffset.md
Normal file
@ -0,0 +1,16 @@
|
||||
# Tiling and Offset node
|
||||
Tiles and offsets the value of input UV by the inputs <b><i>tiling</i></b> and <b><i>offset</i></b> respectively. This is commonly used for detail maps and scrolling textures over TIME.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|tiling|vec2|none|Amount of tiling to apply per channel|
|
||||
|offset|vec2|none|Amount of offset to apply per channel|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
___
|
17
documentation/Nodes/UV/Twirl.md
Normal file
17
documentation/Nodes/UV/Twirl.md
Normal file
@ -0,0 +1,17 @@
|
||||
# Twirl node
|
||||
Applies a twirl warping effect similar to a black hole to the value of input UV. Very similar to <b><i>[Swirl node](/documentation/Nodes/UV/Swirl.md)</b></i>, key difference is it uses the length of a vector.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|center|vec2|none|Center reference point|
|
||||
|strength|float|none|Strength of the effect|
|
||||
|offset|vec2|none|Individual channel offsets|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
___
|
Loading…
x
Reference in New Issue
Block a user