Represents the input shader parameter within the visual shader graph.
</brief_description>
<description>
Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
Calculates an outer product of two vectors within the visual shader graph.
</brief_description>
<description>
[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a column vector (matrix with one column) and the second parameter [code]r[/code] as a row vector (matrix with one row) and does a linear algebraic matrix multiply [code]c * r[/code], yielding a matrix whose number of rows is the number of components in [code]c[/code] and whose number of columns is the number of components in [code]r[/code].
Calculates a scalar SmoothStep function within the visual shader graph.
</brief_description>
<description>
Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
Composes a [Transform] from four [Vector3]s within the visual shader graph.
</brief_description>
<description>
Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. Each vector is one row in the matrix and the last column is a [code]vec4(0, 0, 0, 1)[/code].
A base type for the uniforms within the visual shader graph.
</brief_description>
<description>
A uniform represents a variable in the shader which is set externally, i.e. from the [ShaderMaterial]. Uniforms are exposed as properties in the [ShaderMaterial] and can be assigned from the inspector or from a script.
Clamps a vector value within the visual shader graph.
</brief_description>
<description>
Constrains a value to lie between [code]min[/code] and [code]max[/code] values. The operation is performed on each component of the vector individually.
Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the parameter is negative, [code]1[/code] if it's positive and [code]0[/code] otherwise.
Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph.
</brief_description>
<description>
Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indicies of the refraction.
Linearly interpolates between two vectors using a scalar. For use within the visual shader graph.
</brief_description>
<description>
Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a scalar.
Calculates a vector SmoothStep function using scalar within the visual shader graph.
</brief_description>
<description>
Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a scalar.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
Calculates a vector SmoothStep function within the visual shader graph.
</brief_description>
<description>
Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a vector.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.