Reference / Nodes

Shading

Texture-domain operations that go a step deeper than Post-FX , rearranging channels, generating normal maps, sampling a MatCap, or recoloring by hue range.

Most of these take a single texture input and emit a texture, but the channel-level math and UV warps treat the data more literally than a typical Post-FX , useful when you're building masks, displacement maps or normal-map pipelines.

Channel Shuffle

channelShuffleShading

Permutes RGBA channels, pick which source channel feeds each output.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
redSourcefloat0,
greenSourcefloat1,
blueSourcefloat2,
alphaSourcefloat3,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Source values are 0=R, 1=G, 2=B, 3=A. Cheap to evaluate, use it for swapping reds and blues, or for routing alpha into a luminance channel.

Gradient Recolour

gradientRecolourShading

Indexes into a multi-stop gradient by luminance, the inspector exposes the gradient editor.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
intensityfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Distinct from colorMap in that you build the gradient directly inside this node rather than wiring in a palette texture.

Distance Field

distanceFieldShading

Generates a soft circular SDF at a chosen position. Useful as a procedural mask or a falloff source.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
centerXfloat0.5,
centerYfloat0.5,
sizefloat0.3,
softnessfloat0.02,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

UV Warp

uvWarpShading

Displaces UVs of the input texture by a second displacement texture, scaled by amount.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
displacementtexture,,
amountfloat0.05,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Plug a fractalNoise or cells generator into displacement for organic warps. The R / G channels of the displacement are read as X / Y offsets.

Normal Map

normalMapShading

Generates a tangent-space normal map from a luminance heightmap.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
strengthfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

The output is in the standard (0.5+nx, 0.5+ny, nz) blue-ish encoding so it wires straight into matCap or any node expecting a normal map.

MatCap

matCapShading

Material-capture shading, samples a 2D MatCap sphere by the screen-space normals of the input.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
matcaptexture,,
normalStrengthfloat1,
intensityfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Pair with normalMap upstream to fake 3D lighting on a flat 2D image. The matcap input is the spherical MatCap reference texture.

Facing Ratio

facingRatioShading

Fresnel-style edge falloff derived from the alpha channel, bright at the silhouette, dark in the middle.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
powerfloat2,
scalefloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Recolour

recolourShading

Replaces hues in a chosen range with a target hue, selective color shifting.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
targetHuefloat0,
hueRangefloat0.1,
replacementHuefloat0.5,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Pick what hue to grab with targetHue, how wide a range with hueRange, and where to send it with replacementHue. All values are 0–1 representing the hue circle.

Channel Boolean

channelBooleanShading

Per-channel boolean ops between two textures, union, intersection, difference.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
textureBtexture,,
operationfloat0,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Useful when both textures are masks. The operation index is set on the inspector, the float port is for animating between modes if you really want to.

Channel Sampler

channelSamplerShading

Extracts a single channel as a luminance texture, with gain and bias.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
sourceChannelfloat0,
gainfloat1,
biasfloat0,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Great for isolating a mask packed into a channel. Set sourceChannel to 0/1/2/3 for R/G/B/A.