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Node catalog

A shader graph is made of 92 node types (and 137 entries in the Shader view’s sidebar, since many nodes come in several flavors: Add, Multiply and Step are all the Math node). This catalog describes each one: what it is for in plain words, its ports and settings, and an example in Python.

flowchart LR
    in1["inputs (left)"] --> node["Node<br/>settings inside"] --> out1["outputs (right)"]
  • Inputs are on the left of a node and outputs on the right. A wire goes from an output to an input.
  • An input that is not wired uses its default: a number, a vector, a color, or a context value such as UV (the pixel’s position) or Time. You can type another value right on the node.
  • Settings are not ports: an operation, a noise kind, a blend mode, the stops of a gradient. Change them in the Properties panel (or as keyword arguments in Python).
Type What it holds Example
float One number 0.5, a brightness, a time
int A whole number 5 octaves
bool True or false is the mouse over the shader?
vec2 Two numbers a position (x, y), a size
vec3 Three numbers a color (r, g, b) from 0 to 1
vec4 Four numbers a color with alpha (r, g, b, a)
texture An image a texture variable
T Any of the number types Math nodes: the widest type wired to them

Values convert on the way: a float fills every component of a vector (0.5 becomes (0.5, 0.5, 0.5)), and a vec3 becomes a color with alpha 1. A wire that can never work, such as a texture into a number, is refused.

Input UV, Pixel, Size, Time, Mouse, Centered UV
Parameters Parameter
Constants Float, Int, Bool, Vector2, Vector3, Vector4, Color, Math constants
Math Math, Function, Mix, Clamp, Smoothstep, Remap, Multiply add
Vector Compose, Decompose, Swizzle, Dot, Cross, Length, Distance, Normalize, Reflect, Polar
UV Tiling and offset, Scroll, Rotate, Twirl, Pixelate, Barrel, Kaleidoscope, Flip, Repeat
Noise Noise, Fractal noise, Voronoi, White noise, Random
Patterns Checker, Stripes, Grid, Dots, Linear gradient, Radial gradient, Wave
Shapes Circle, Box, Ring, Segment, Polygon, Star, Combine shapes, Fill, Stroke, Glow
Color HSV to RGB, RGB to HSV, Hue shift, Saturation, Brightness and contrast, Luminance, Grayscale, Invert, Gamma, Posterize, Blend, Palette, Gradient, RGBA, Layer
Effects Vignette, Scanlines, Film grain
Texture Sample texture
Logic Compare, Select, Logic
Variables Set value, Get value
Utility Reroute, Expression, Shader function, Comment
Output Output