文档
r182
文档
r182
输入与访问器
几何体属性
positionGeometry
bitangentGeometry
buffer
attribute
tangentGeometry
instancedBufferAttribute
uv
instanceIndex
instancedMesh
vertexIndex
instancedDynamicBufferAttribute
instance
tangentLocal
vertexColor
skinning
normalGeometry
相机
cameraWorldMatrix
cameraNear
cameraPosition
cameraNormalMatrix
cameraProjectionMatrix
cameraViewMatrix
cameraFar
cameraProjectionMatrixInverse
cameraIndex
材质属性
anisotropyB
iridescenceThickness
shininess
materialSpecularStrength
materialSpecularIntensity
materialDispersion
materialSpecular
materialLineGapSize
clearcoatRoughness
materialTransmission
materialAO
materialSpecularColor
materialAttenuationDistance
inverseSqrt
materialEnvIntensity
diffuseColor
materialReflectivity
materialEnvRotation
materialOpacity
alphaT
materialThickness
materialNormal
materialReference (函数)
emissive
materialLineScale
materialClearcoatNormal
materialLineDashOffset
materialAnisotropy
specularF90
metalness
materialPointSize
materialAnisotropyVector
gapSize
specularColor
materialEmissive
iridescenceIOR
sheen
materialClearcoat
materialIridescenceThickness
materialMetalness
materialSheen
materialAlphaTest
attenuationDistance
materialRotation
materialSheenRoughness
anisotropy
materialLineWidth
clearcoat
materialColor
anisotropyT
materialIOR
materialShininess
materialIridescenceIOR
transmission
dashSize
dispersion
materialAttenuationColor
materialIridescence
materialRoughness
inversesqrt
materialRefractionRatio
ior
sheenRoughness
attenuationColor
materialLightMap
roughness
materialClearcoatRoughness
materialLineDashSize
光照
lightProjectionUV (函数)
lightPosition
lightShadowMatrix
lightTargetPosition
lightViewPosition
深度
depthPass
viewZToLogarithmicDepth
viewZToPerspectiveDepth
viewZToOrthographicDepth
depth
linearDepth
渲染/屏幕/视口
frameId
viewportSize
screenCoordinate
screenSize
viewportUV
viewport
viewportSharedTexture
drawIndex
pointWidth
screenUV
backgroundIntensity
toneMappingExposure
viewportCoordinate
frameGroup
viewportMipTexture
pointUV
velocity
cameraViewport
viewportLinearDepth
viewportDepthTexture
backgroundBlurriness
viewportSafeUV
viewportTexture
frontFacing
backgroundRotation
deltaTime
faceDirection
通用输入
builtinShadowContext
stepElement
mx_separate
mx_rotate2d
subgroupMin
vertexStage
subgroupExclusiveMul
addMethodChaining
materialReference
builtin
subgroupInclusiveMul
subgroupBallot
inverse
vogelDiskSample
mx_transform_uv
PI2 (TWO_PI)
mx_ramp4
textureLevel
scriptableValue
mx_divide
uniform
uniformArray
mx_ifgreater
color
subgroupExclusiveAdd
INFINITY
subgroupShuffleDown
nodeObjectIntent
interleavedGradientNoise
directionToFaceDirection
mx_timer
mx_unifiednoise3d
mx_ifequal
mx_invert
subgroupMul
screenDPR
subgroupBroadcast
mx_unifiednoise2d
subgroupElect
mx_place2d
mx_modulo
textureBicubic
uniformFlow
HALF_PI
Stack
lightProjectionUV
mx_frame
mx_ifgreatereq
OnBeforeObjectUpdate
builtinAOContext
mx_atan2
replaceDefaultUV
subgroupShuffle
mx_subtract
subgroupBroadcastFirst
OnBeforeMaterialUpdate
subgroupShuffleUp
subgroupOr
time
PI2
intBitsToFloat
uniformTexture
PI
EPSILON
subgroupInclusiveAdd
subgroupShuffleXor
userData
subgroupXor
uniformCubeTexture
subgroupMax
局部/变换后坐标
transformedTangentWorld
normalLocal
positionViewDirection
normalViewGeometry
normalWorldGeometry
clearcoatNormalView
tangentWorld
transformedBitangentWorld
positionLocal
transformedNormalView
bitangentLocal
positionPrevious
transformedNormalWorld
positionView
transformedTangentView
bentNormalView
tangentView
bitangentWorld
positionWorldDirection
transformedBentNormalView
bitangentView
transformedClearcoatNormalView
normalWorld
shadowPositionWorld
transformedBitangentView
normalView
positionWorld
模型/对象
objectViewPosition
modelScale
modelViewMatrix
modelDirection
modelViewProjection
objectDirection
objectRadius
objectScale
modelViewPosition
modelRadius
modelNormalMatrix
highpModelViewMatrix
modelPosition
mediumpModelViewMatrix
modelWorldMatrixInverse
highpModelNormalViewMatrix
objectPosition
modelWorldMatrix
objectWorldMatrix
数学运算
向量与矩阵
dot
lengthSq
TBNViewMatrix
cross
split
determinant
length
faceforward
difference
transpose
vectorComponents
normalize
distance
基础算术
add
mx_multiply
div
remainder
oneMinus
abs
mul
reciprocal
mx_add
negate
mod
sub
取整与范围
ceil
sign
floor
trunc
range
saturate
max
step
smoothstep
fract
min
round
clamp
smoothstepElement
坐标/值变换
perspectiveDepthToViewZ
directionToColor
refract
remap
transformNormalToView
remapClamp
rotate
transformNormal
logarithmicDepthToViewZ
radians
getScreenPosition
colorToDirection
mx_rotate3d
degrees
transformDirection
spherizeUV
orthographicDepthToViewZ
getViewPosition
reflect
billboarding
三角函数
asin
cos
atan
tan
acos
sin
位运算
bitOr
packUnorm2x16
unpackHalf2x16
unpackSnorm2x16
bitXor
bitAnd
bitNot
shiftLeft
unpackUnorm2x16
countLeadingZeros
countOneBits
xor
shiftRight
countTrailingZeros
packHalf2x16
幂与对数
inverseSqrt
mx_power
pow4
pow2
pow
cbrt
mx_safepower
exp2
log
exp
log2
pow3
sqrt
逻辑与流程控制
比较
greaterThan
greaterThanEqual
lessThan
notEqual
equal
lessThanEqual
逻辑
and
or
any
all
not
流程
assign
If
Break
increment
loop
decrement
select
Return
Loop
stack
Discard
Continue
output
decrementBefore
Switch
incrementBefore
光照与着色
法线与粗糙度
getGeometryRoughness
faceForward
normalFlat
getRoughness
getNormalFromDepth
bentNormalView
光照计算
getDistanceAttenuation
lightingContext
toonOutlinePass
getShIrradianceAt
lights
lightTargetDirection
directPointLight
BRDF/BSDF
Schlick_to_F0
BRDF_GGX
iridescence
BRDF_Lambert
DFGApprox
D_GGX
F_Schlick
V_GGX_SmithCorrelated
thickness
DFGLUT
反射/折射
reflector
reflectView
refractView
parallaxDirection
reflectVector
refractVector
textureCubeUV
getParallaxCorrectNormal
雾效
rangeFogFactor
fog
densityFogFactor
阴影
shadow
PCFSoftShadowFilter
PCFShadowFilter
PointShadowFilter
BasicShadowFilter
BasicPointShadowFilter
pointShadow
VSMShadowFilter
纹理与采样
节点
triplanarTextures
mx_transform_uv
pmremTexture
cubeTexture
bumpMap
textureBicubicLevel
getDirection
texture3D
cubeToUV
sampler
equirectUV
matcapUV
rotateUV
normalMap
dFdy
textureLoad
maxMipLevel
textureBicubic
samplerComparison
spritesheetUV
triplanarTexture
mx_heighttonormal
parallaxUV
textureSize
cubeTextureBase
sample
fwidth
dFdx
texture
颜色操作
颜色调整
premult
blur
gain
vibrance
unpremultiplyAlpha
saturation
posterize
mx_contrast
hue
premultiplyAlpha
grayscale
luminance
cdl
色彩空间
convertColorSpace
sRGBTransferOETF
sRGBTransferEOTF
mx_srgb_texture_to_lin_rec709
mx_rgbtohsv
workingToColorSpace
colorSpaceToWorking
unpremult
mx_hsvtorgb
色调映射
cineonToneMapping
renderOutput
toneMapping
linearToneMapping
agxToneMapping
acesFilmicToneMapping
neutralToneMapping
reinhardToneMapping
混合模式
mix
blendBurn
screen
overlay
blendScreen
blendOverlay
blendColor
mixElement
blendDodge
程序化生成
噪声
mx_fractal_noise_vec2
mx_worley_noise_vec2
mx_noise_vec4
mx_noise_float
mx_fractal_noise_vec3
hash
mx_fractal_noise_vec4
triNoise3D
rand
mx_worley_noise_float
mx_noise_vec3
mx_worley_noise_vec3
mx_fractal_noise_float
mx_cell_noise_float
图案
checker
mx_ramplr
mx_aastep
mx_ramptb
shapeCircle
振荡器/曲线
pcurve
parabola
oscSine
oscTriangle
oscSquare
oscSawtooth
sinc
类型转换
节点
bitcast
convert
vec3
uintBitsToFloat
bvec3
ivec2
ivec4
bool
bvec4
floatBitsToUint
ivec3
mat3
uvec4
bvec2
packSnorm2x16
vec4
float
mat4
uvec2
floatBitsToInt
mat2
int
uvec3
vec2
uint
高级计算与 GPGPU
高级技术
computeSkinning
batch
morphReference
数据结构
element
attributeArray
array
storageTexture
workgroupArray
textureStore
nodeArray
arrayBuffer
bufferAttribute
referenceBuffer
dynamicBufferAttribute
instancedArray
storage
核心
compute
textureBarrier
mrt
ComputeNode
workgroupBarrier
subgroupAll
computeKernel
storageBarrier
subgroupAny
subgroupAdd
outputStruct
subgroupAnd
原子操作
atomicSub
atomicOr
atomicMax
atomicAdd
atomicStore
atomicAnd
atomicXor
atomicMin
atomicLoad
内置变量
workgroupId
invocationLocalIndex
numWorkgroups
subgroupSize
localId
globalId
invocationSubgroupIndex
subgroupIndex
框架与工具
节点结构与元数据
nodeObject
nodeObjects
namespace
Const
range
parameter
struct
string
nodeProxy
property
varying
reference
varyingProperty
shaderStages
nodeProxyIntent
ShaderNode
context
调试与优化
nodeImmutable
passTexture
setName
mx_splittb
convertToTexture
pass
cache
Var
sharedUniformGroup
VarIntent
debug
bypass
rtt
label
mx_splitlr
构建与管理
defaultShaderStages
getTextureIndex
rendererReference
defaultBuildStages
ScriptableNodeResources
defined
NodeAccess
uniformGroup
getShadowMaterial
NodeUpdateType
setCurrentStack
getShadowRenderObjectFunction
NodeType
renderGroup
getCurrentStack
objectGroup
getConstNodeType
NodeShaderStage
函数与代码注入
atomicFunc
wgslFn
OnMaterialUpdate
code
glslFn
glsl
call
subBuild
overloadingFn
scriptable
OnObjectUpdate
js
expression
wgsl
Fn
已弃用节点
densityFog
storageObject
timerDelta
equals
remainder
modInt
burn
uniforms
addNodeElement
DFGApprox
timerGlobal
rangeFog
viewportTopLeft
cond
temp
dodge
cubeToUV
atan2
viewportResolution
viewportBottomLeft
tslFn
timerLocal
append
材质节点
节点
ShadowNodeMaterial
MeshToonNodeMaterial
MeshMatcapNodeMaterial
MeshNormalNodeMaterial
PointsNodeMaterial
MeshPhysicalNodeMaterial
LineDashedNodeMaterial
MeshSSSNodeMaterial
MeshPhongNodeMaterial
LineBasicNodeMaterial
MeshStandardNodeMaterial
MeshBasicNodeMaterial
MeshLambertNodeMaterial
NodeMaterial
SpriteNodeMaterial
VolumeNodeMaterial
Line2NodeMaterial