Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.
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Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
Nodes

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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 multi-dimensional 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 semi-transparent objects
  • Culling Mode – Sets the culling mode to use.
    • None – No culling will be performed
    • Back-Face – Enables Back-Face culling
    • Front-Face – 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 sub-surface 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 semi-transparent objects
  • Culling Mode – Sets the culling mode to use.
    • None – No culling will be performed
    • Back-Face – Enables Back-Face culling
    • Front-Face – 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.
    • Bi-Nearest (8 Bit Smooth) – Nearest texel (at the closest mipmap level) to UV coordinate is sampled
    • Bi-Linear – Texels are interpolated based on direct neighbors (at the closest mipmap level) of UV coordinates.
    • Tri-Nearest (Retro) - Nearest texel (at the interpolated mipmap level) to UV coordinate is sampled.
    • Tri-Linear (HQ) - Texels are interpolated based on direct neighbors (at the interpolated mipmap level) of UV coordinates.

Inputs
  • UV – Sets the UV co-ordinates 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 post-processing 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
Pre-Filter 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 co-ordinates 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