There are currently 28 nodes at your disposal within the material editor which provide a wide range of functionality.
Nodes have input and output plugs which allow you to link nodes together. By hovering over an output plug, Left click and drag over a compatible input plug to create a link between two nodes. Note that plugs are color coded depending on the information being transferred. Only plugs with the same color can be connected together.
Each node as a Variable Name property. Each variable name is automatically generated when a node is added to the material, however it can be edited providing that no other node in the material has the same variable name. The variable name allows you to alter values within the shader via scripting giving you greater control over your materials outside of the material editor.
Input Nodes 

Value 
Stores a single float value that can be set to any value.
Outputs
 Value – Sets the value of this node.

Vector 
Stores a multidimensional vector value. Vectors can consist of two, three or four dimensions each with a value that can be set to any value.
Properties
 Dimensions – Sets the number of dimensions the vector node contains.
Outputs
 Value X – Set the value of the X dimension of the vector
 Value Y – Set the value of the Y dimension of the vector
 Value Z – Set the value of the Z dimension of the vector
 Value W – Set the value of the W dimension of the vector

Color 
Store an RGB vector value and a float alpha value.
Outputs
 Color – Sets the RGB value of the color vector
 Alpha – Sets the Alpha value of the color vector
Note: You can open up the color selection dialog by double clicking on the color node as an alternative to using the Material Editor settings. 
Matrix 
In Development 
Object Info 
In Development 
World Info 
In Development 
Time Info 
Imports all time related variables into the material
Properties
 Game Time – Sets the current game time in the material editor to preview results (this value is not carried over into the world editorSets the RGB value of the color vector
Outputs
 Delta Time  Returns the time between frames in milliseconds.
 Elapsed Time  Returns the time that has elapsed since the game was started in seconds
 Game Time  Returns the current game time

Output Nodes 

Main PBR 
Calculates all the lighting and PBR calculations for this material. Each material must have a Main PBR node.
Properties
 Alpha Mode – Sets the method of alpha to use if this material requires transparency.
 None – No Transparency
 Mask – Uses alpha value to cut out transparent areas
 Blend – Uses alpha value to blend results together allowing for semitransparent objects
 Culling Mode – Sets the culling mode to use.
 None – No culling will be performed
 BackFace – Enables BackFace culling
 FrontFace – Enables Front Face culling
 Receive Shadows – This material will receive shadows
 Receives AO – This material will receive shadows created by AO
Inputs
 Albedo – Sets the albedo color of the material
 Normal – Sets the normal vector of the material
 Roughness – Sets the roughness of the material
 Metalness – Sets the metalness of the material
 Thickness – Sets the thickness of the material
 Subsurface Color – Sets the subsurface color of the material
 Emission – Sets the Emission color of the material
 Alpha – Sets the Alpha transparency value of the material
 AO – Sets the baked AO value of this material
 Height – Sets the heightmap value of this material
 Reflectance – Set the reflectance value of this material

Main Emissive 
Calculates the final emissive color for this material.
Properties
 Alpha Mode – Sets the method of alpha to use if this material requires transparency.
 None – No Transparency
 Mask – Uses alpha value to cut out transparent areas
 Blend – Uses alpha value to blend results together allowing for semitransparent objects
 Culling Mode – Sets the culling mode to use.
 None – No culling will be performed
 BackFace – Enables BackFace culling
 FrontFace – Enables Front Face culling
Inputs
 Emissive Color – Sets the emissive color of the material
 Alpha – Set the alpha transparency value of the material

Texture Nodes


Image Texture 
Loads texture data into the shader.
Properties
 Texture – Sets the texture to be loaded into the shader.
 Wrapping – Sets the texture wrapping mode.
 Repeat – Texture is repeated if the UVs go beyond the range of (0, 1)
 Extend – Outer edge of pixels within texture is stretched infinitely if the UVs go beyond the range of (0, 1)
 Clip – Returns black pixels if the UVs go beyond the range of (0, 1)
 Filtering – Sets the texture filtering mode
 Linear – Texels are interpolated based on direct neighbors of UV coordinates.
 Nearest (8 Bit) – Nearest texel to UV coordinate is sampled.
 BiNearest (8 Bit Smooth) – Nearest texel (at the closest mipmap level) to UV coordinate is sampled
 BiLinear – Texels are interpolated based on direct neighbors (at the closest mipmap level) of UV coordinates.
 TriNearest (Retro)  Nearest texel (at the interpolated mipmap level) to UV coordinate is sampled.
 TriLinear (HQ)  Texels are interpolated based on direct neighbors (at the interpolated mipmap level) of UV coordinates.
Inputs
 UV – Sets the UV coordinates that the texture is sampled from. This defaults to the applied objects UV coordinates for each texel.
Outputs
 Color – Outputs the RGB color of the texture at the sampled texel. (Note: the RGB value is gamma corrected based on the postprocessing settings of the main editor – defaults to 2.2)
 Alpha – Outputs the Alpha data of the texture at the sampled texel.

Environment Texture 
In Development 
Irradiance Texture 
In Development 
PreFilter Texture 
In Development 
Color Nodes


Blend Colors 
Blends two colors together with a wide range of methods available.
Properties
 Blend Mode –Sets the method to be used to blend the two color together
 Mix – Direct mixing of texel colors based on factor
 Multiply – Multiply texel colors together
 Add – Adds the texel colors together
 Screen – Inverts the colors, multiplies them, then inverts the results again
 Overlay – Performs a combination of Multiply and Screen modes
 Soft Light – Similar to Overlay, but less sensitive to dark and bright values
 Divide – Divide texel colors together
 Subtract – Subtract the texel colors together
 Difference – Gets the difference between the texel colors, always returning a positive value
 Darken – Compares the two texel colors and returns the darkest one
 Lighten – Compares the two texel colors and returns the brightest one
Inputs
 Color A – Sets the top layer color of the blending operation
 Color B – Sets the bottom layer color of the blending operation
 Factor – Sets the blending factor of the blending operation. Different methods will behave differently to the factor.
Outputs
 Color – Outputs the final result of the blending operation

Gamma 
Returns a gamma corrected color value
Inputs
 Color – Sets the color value to be gamma corrected
 Gamma – Sets the gamma level to correct by
Outputs
 Color – Outputs the gamma corrected color value

Invert Color 
Inverts a color value by a factor modifier
Inputs
 Color – Sets the color value to be inverted
 Factor – Sets the mix factor between the original color and inverted color
Outputs
 Color – Outputs the inverted color

Color to BW 
Converts a color value into greyscale float value
Inputs
 Color – Sets the color value to be converted into greyscale
Outputs
 Value – Outputs the greyscale value of the color

Converter Nodes


Math 
Performs a mathematical calculation on values.
Properties
 Operation – Sets the mathematical operation to perform.
 Add – Adds the two values together
 Subtract – Subtracts Value B from Value A
 Multiply – Multiplies Value A by Value B
 Divide – Divides Value A by Value B
 Power – Raises Value A to the power of Value B
 Log – Calculates the Log of Value A at Value B log base
 Root – Calculates the Value B root of Value A.
 Absolute – Returns the unsigned value of Value A
 Minimum – Returns the smallest value between Value A and Value B
 Maximum – Returns the largest value between Value A and Value B
 Less Than – Returns Value A if it less than Value B, otherwise returns zero
 Greater Than – Returns Value A if it greater than Value B, otherwise returns zero
 Round – Returns the rounded value of Value A
 Floor – Returns the rounded down value of Value A
 Ceil – Returns the rounded up value of Value A
 Integer Part – Returns the integer portion of Value A
 Decimal Part – Returns the decimal portion of Value A
 Sine – Returns the Sine of Value A (radians)
 Cosine – Returns the Cosine of Value A (radians)
 Tangent – Returns the Tangent of Value A (radians)
 Arc Sine – Returns the Arc Sine of Value A (radians)
 Arc Cosine – Returns the Arc Cosine of Value A (radians)
 Arc Tangent – Returns the Arc Tangent Value A (radians)
 Arc Tangent 2 – Returns the corrected Arc Tangent Value of B divided by Value A (radians)
Inputs
 Value A –Sets the first value in the calculation
 Value B – Sets the second value in the calculation
Outputs
 Value – Outputs the final result of the mathematical calculation

Vector Math 
Performs a mathematical calculation on vectors
Properties
 Operation – Sets the mathematical operation to perform
 Add – Adds the two vectors together
 Subtract – Subtracts Vector B from Vector A
 Average – Returns the mean average of the two vectors
 Dot Product – Returns the dot product of the two vectors (value)
 Cross Product – Returns the cross product of the two vectors (vec 3)
 Normalize – Returns the normalized vector of Vector A
 Length – Returns the length of vector A (value)
 Dimensions – Sets the number of dimension of the output vector
Inputs
 Vector A – Sets the first vector in the calculation
 Vector B – Sets the second vector in the calculation
Outputs
 Vector – Outputs the final result of the mathematical calculation

Animate UV 
Animates the input UV vector coordinates linearly across each frame of a texture atlas.
Properties
 Reverse Animation – Reverses the direction of the animated texture to read from bottom right to top left.
Inputs
 Frames Across – Number of frames across the texture atlas
 Frames Down – Number of frames down the texture atlas
 Time – Sets the time win which the animated texture will be interpolated over.

Normal Map 
Converts RGB color into a normalized vector formatted for the Normal Map slot of the PBR Main Outputs node.
Inputs
 Normal Color – Sets the input normal color
 Strength – Sets the strength modifier on the normal map color
Outputs
 Normal Vector – Outputs the Normal Vector

Lerp Value 
Interpolates between two values by a factor
Inputs
 Value A – Sets the first value in the interpolation process
 Value B – Sets the second value in the interpolation process
 Factor – Sets the interpolation factor of the interpolation process
Outputs
 Value – Outputs the interpolated value between Value A and Value B based on the Factor

Lerp Vector 
Interpolates between two vectors by a factor
Properties
 Dimensions – Sets the dimensions of the vector
Inputs
 Vector A – Sets the first vector in the interpolation process
 Vector B – Sets the second vector in the interpolation process
 Factor – Sets the interpolation factor of the interpolation process
Outputs
 Vector – Outputs the interpolated vector between Vector A and Vector B based on the Factor

Clamp Value 
Clamps the value within a set range
Inputs
 Value – Sets the value to be clamped
 Min – Sets the lowest value within the clamp range
 Max – Sets the highest value within the clamp range
Outputs
 Value – Outputs the clamped input Value

Clamp Vector 
Clamps the vector within a set range
Properties
 Dimensions – Sets the dimensions of the vector
Inputs
 Vector – Sets the vector to be clamped
 Min – Sets the lowest value within the clamp range
 Max – Sets the highest value within the clamp range
Outputs
 Vector – Outputs the clamped input Vector

Threshold 
Returns the value if it lies within the 0 to 1 range specified or an interpolated value based on the leeway
Inputs
 Value – Sets the input value to be threshold tested
 Min – Sets the lower bound of the threshold
 Max – Sets the upper bound of the threshold
 Leeway – Sets the leeway of the lower and upper bound. (Allows for smooth blending between two values)
Outputs
 Value – Outputs the value after being threshold tested

Combine Vector 
Creates a new vector from up to four input values
Inputs
 Value X – Sets the X value of the combined vector
 Value Y – Sets the Y value of the combined vector
 Value Z – Sets the Z value of the combined vector
 Value W – Sets the W value of the combined vector
Outputs
 Vector – Outputs the combined vector

Combine RGB 
Create a new color from input values
Inputs
 Red – Sets the Red value of the combined color
 Green – Sets the Green value of the combined color
 Blue – Sets the Blue value of the combined color
Outputs
 Color – Outputs the combined color

Seperate Vector 
Separates the input vector into its components
Properties
 Dimensions – Sets the dimensions of the vector
Inputs
 Vector – Sets the input vector to be separated
Outputs
 Value X – Outputs the X value of the input vector
 Value Y – Outputs the Y value of the input vector
 Value Z – Outputs the Z value of the input vector
 Value W – Outputs the W value of the input vector

Seperate RGB 
Separates the input color into its components
Inputs
 Color – Sets the color to be separated
Outputs
 Red – Outputs the Red value of the input color
 Green – Outputs the Green value of the input color
 Blue – Outputs the Blue value of the input color
