ShaderNodeInputΒΆ

Returns the various shader inputs.

Mode

Changes shader input to return. The filters include :

  • P : Position of the surface being shaded.
  • N : Normalized surface normal.
  • I : Vector from the camera to the surface position.
  • Pnd : Non deformed position. This parameter is the position of the surface without deformer. In order to have access to this parameter, you must tag the geometry in the host software with the Export Non Deform Geometry tag.
  • Tangent : Gradient of s (of st1). This parameter gives the smoothed direction of s over the surface, for use with anisotropic shaders and normal maps.
  • Bounding Box : The position normalized in the object bounding box. (0,0,0) is the lower bound of the object bounding box, (1,1,1) is the upper bound. In order to have access to this parameter, you must enable the tangent in the geometry (Geometry/Enable Tangent).
  • Facing Ratio : Facing Ratio is 1 if the surface is in front of I, 0 is the surface is perpendicular to I. Face Ratio is "-N.normalize (I)".
  • Front Face : Front Face is 1 if the surface is front facing I, 0 is the surface is back facing.
  • SubId : SubId is the subprimitive index, starting from 0.
  • Shade Shadow : Shade Shadow is 1 if the shader is called to shade a shadow opacity, 0 for any other shaders.
  • Depth : Returns the distance of the surface position from the camera plane. In other words : zcomp (P). It is probably a value bigger than 1, so you may have to multiply it by a small value to get a grey scale over the depth.
  • time : The time in frames.
  • Cl : Cl is the current light's color. Only available in an illmuninance macro.
  • L : L is the current light's direction. Only available in an illmuninance macro.
  • st1 / st8 : The Nth surface texture set. "st" is st1.
  • Cs : Surface color.
  • Os : Surface opacity
  • color1 / color8 : The Nth surface color set. "Cs" is color1.
  • float1 / float8 : The Nth surface float set.