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CATEGORY | NODE | DEFINITION |
---|---|---|

Camera and Screen | Clip Planes | Camera World Clip Planes |

Camera and Screen | Ortho Params | Orthographic Parameters |

Camera and Screen | Projection Matrices | Camera's Projection/Inverse Projection matrix |

Camera and Screen | Projection Params | Projection Near/Far parameters |

Camera and Screen | Screen Params | Camera's Render Target size parameters |

Camera and Screen | World Space Camera Pos | World Space Camera position |

Camera and Screen | Z-Buffer Params | Linearized Z buffer values |

Constants | Color [ 5 ] | Color property |

Constants | Float [ 1 ] | Float property |

Constants | Int [ 0 ] | Int property |

Constants | Matrix3X3 | Matrix3X3 property |

Constants | Matrix4X4 | Matrix4X4 property |

Constants | PI | PI constant : 3.14159265359 |

Constants | Vector2 [ 2 ] | Vector2 property |

Constants | Vector3 [ 3 ] | Vector3 property |

Constants | Vector4 [ 4 ] | Vector4 property |

Fog and Ambient | Fog and Ambient Colors | Fog and Ambient colors |

Fog and Ambient | Fog Params | Parameters for fog calculation |

Forward Render | Object Space Light Dir | Computes object space direction (not normalized) to light, given object space vertex position |

Forward Render | World Space Light Dir | Computes world space direction (not normalized) to light, given object space vertex position |

Generic | Decode Float RG | Decodes a previously-encoded RG float |

Generic | Decode Float RGBA | Encodes [0..1) range float into RGBA color, for storage in low precision render target |

Generic | Decode Lightmap | Decodes color from Unity lightmap (RGBM or dLDR depending on platform) |

Generic | Decode View Normal Stereo | Decodes view space normal from enc4.xy |

Generic | Encode Float RG | Encodes [0..1) range float into a float2 |

Generic | Encode Float RGBA | Encodes [0..1) range float into RGBA color, for storage in low precision render target |

Generic | Encode View Normal Stereo | Encodes view space normal into two numbers in 0..1 range |

Generic | Luminance | Converts color to luminance (grayscale) |

Generic | Object Space View Dir | Object space direction (not normalized) from given object space vertex position towards the camera |

Generic | Parallax Offset | Calculates UV offset for parallax normal mapping |

Generic | World Space View Dir | World space direction (not normalized) from given object space vertex position towards the camera |

Image Effects | Blend Operations | Common layer blending modes |

Image Effects | Posterize | Converts a continuous gradation of tones to multiple regions of fewer tones |

Image Effects | Simple Contrast | Simple contrast matrix multiplication |

Image Effects | Simplex Noise | Noise generated via the Simplex algorithm |

Light | Light Color | Light Color |

Light | World Space Light Pos | Light Position |

Matrix | Determinant | Scalar determinant of a square matrix |

Matrix | Inverse | Inverse matrix of a matrix |

Matrix | Transpose | Transpose matrix of a matrix |

Misc | Append | Append channels to create a new component |

Misc | Break To Components | Break a data connection into its components |

Misc | Component Mask | Mask certain channels from vectors/color components |

Misc | Position from Transform | Gets the poition vector from a transformation matrix |

Operators | Abs | Absolute value of scalars and vectors |

Operators | Add [ A ] | Simple add of two variables |

Operators | Ceil | Smallest integer not less than a scalar or each vector component |

Operators | Clamp | Value clamped to the range [min,max] |

Operators | Ddx | Approximate partial derivative with respect to window-space X |

Operators | Ddy | Approximate partial derivative with respect to window-space Y |

Operators | Distance | Euclidean distance between two points |

Operators | Divide [ D ] | Simple divide of two variables |

Operators | Exp | Base-e exponential of scalars and vectors |

Operators | Exp2 | Base-2 exponential of scalars and vectors |

Operators | Floor | Largest integer not greater than a scalar or each vector component |

Operators | Fmod | Remainder of x/y with the same sign as x |

Operators | Fract | Fractional portion of a scalar or each vector component |

Operators | Length | Scalar Euclidean length of a vector |

Operators | Lerp [ L ] | Linear interpolation of two scalars or vectors based on a weight |

Operators | Log | Natural logarithm of scalars and vectors |

Operators | Log10 | Base-10 logarithm of scalars and vectors |

Operators | Log2 | Base-2 logarithm of scalars and vectors |

Operators | Max | Simple Maximum of two scalars or each respective component of two vectors |

Operators | Min | Simple Minimum of two scalars or each respective component of two vectors |

Operators | Multiply [ M ] | Simple multiplication of two variables |

Operators | One Minus [ O ] | 1 - input value |

Operators | Power [ E ] | A to the b-th power of scalars and vectors |

Operators | Remainder | Remainder between two variables |

Operators | Round | Rounded value of scalars or vectors |

Operators | Rsqrt | Reciprocal square root of scalars and vectors |

Operators | Saturate | Smallest integer not less than a scalar or each vector component |

Operators | Scale | Scales input by a float factor |

Operators | Sign | Sign of scalar or each vector component |

Operators | Smoothstep | Interpolate smoothly between two input values based on a third |

Operators | Sqrt | Square root of scalars and vectors |

Operators | Step | Step function returning either zero or one |

Operators | Subtract [ S ] | Simple subtraction of two variables |

Operators | Trunc | Largest integer not greater than a scalar or each vector component |

Screen Space | Compute Grab Screen Pos | Computes texture coordinate for doing a screenspace-mapped texture sample. Input is clip space position |

Screen Space | Compute Screen Pos | Computes texture coordinate for doing a screenspace-mapped texture sample. Input is clip space position |

Surface Standard Inputs | Color | Interpolated per-vertex color |

Surface Standard Inputs | Local Vertex Pos | Interpolated Vertex Position in Local Space |

Surface Standard Inputs | Per Pixel World Reflection Vector [ R ] | Per pixel world reflection vector |

Surface Standard Inputs | Pixel Normal World | Per pixel world normal vector |

Surface Standard Inputs | Screen Position | Screen space position |

Surface Standard Inputs | Texture Coordinates [ U ] | Texture UV coordinates set |

Surface Standard Inputs | Vertex Normal World | Vertex Normal World |

Surface Standard Inputs | View Dir | View direction vector |

Surface Standard Inputs | World Position | World space position |

Surface Standard Inputs | World Reflection | World reflection vector |

Textures | Blend Normals | Blend Normals |

Textures | Panner | Pans UV texture coordinates according to its inputs |

Textures | Texture Sample [ T ] | Textures |

Textures | Unpack Scale Normal | Applies UnpackNormal/UnpackScaleNormal function |

Time | Cos Time | Cosine of time |

Time | Delta Time | Delta time |

Time | Sin Time | Unity sin time |

Time | Time Parameters | Time since level load |

Transform | Common Transform Matrices | All Transformation types |

Transform | Inverse Transpose Model View | All Transformation types |

Transform | Model View | Current model * view matrix |

Transform | Model View Projection | Current model * view * projection matrix |

Transform | Object to World | Current model matrix |

Transform | Projection Matrix | Current projection matrix |

Transform | Scale Matrix | Scale Matrix |

Transform | Texture 0 Matrix | Texture 0 Matrix |

Transform | Texture 1 Matrix | Texture 1 Matrix |

Transform | Texture 2 Matrix | Texture 2 Matrix |

Transform | Texture 3 Matrix | Texture 3 Matrix |

Transform | Transpose Model View | Transpose of model * view matrix |

Transform | View | All Transformation types |

Transform | View Projection | Current view * projection matrix. |

Transform | World to Object | Inverse of current world matrix |

Trignometry | ACos | Arccosine of scalars and vectors |

Trignometry | ASin | Arcsine of scalars and vectors |

Trignometry | ATan | Arctangent of scalars and vectors |

Trignometry | ATan2 | Arctangent of y/x |

Trignometry | Cos | Cosine of scalars and vectors |

Trignometry | Cosh | Hyperbolic cosine of scalars and vectors |

Trignometry | Degrees | Converts values of scalars and vectors from radians to degrees |

Trignometry | Radians | Converts values of scalars and vectors from degrees to radians |

Trignometry | Sin | Sine of scalars and vectors |

Trignometry | Sinh | Hyperbolic sine of scalars and vectors |

Trignometry | Tan | Tangent of scalars and vectors |

Trignometry | Tanh | Hyperbolic tangent of scalars and vectors |

Various | LOD Fade | LODFadeNode |

Vector | Cross | Cross product of two three-component vectors |

Vector | Dot | Scalar dot product of two vectors |

Vector | Normalize [ N ] | Normalizes a vector |

Vector | Reflect | Reflection vector given an incidence vector and a normal vector |

Vector | Refract | Computes a refraction vector |

Vertex Data | [VS] Vertex Color | Vertex color. Only works on Vertex Shaders ports ( p.e. Local Vertex Offset Port ). |

Vertex Data | [VS] Vertex Normal | Vertex Normal. Only works on Vertex Shaders ports ( p.e. Local Vertex Offset Port ). |

Vertex Data | [VS] Vertex Pos | Vertex position. Only works on Vertex Shaders ports ( p.e. Local Vertex Offset Port ). |

Vertex Data | [VS] Vertex Tangent | Vertex tangent vector. Only works on Vertex Shaders ports ( p.e. Local Vertex Offset Port ). |

Vertex Data | [VS] Vertex TexCoord | Vertex texture coordinates. Only works on Vertex Shaders ports ( p.e. Local Vertex Offset Port ). |

Vertex Data | [VS] Vertex TexCoord1 | Second set of vertex texture coordinates. Only works on Vertex Shaders ports ( p.e. Local Vertex Offset Port ). |

Vertex Data | Vertex Color on Frag | Vertex color interpolated on fragment |

Vertex Transform | Object To Clip Pos | Transforms a point from object space to the camera’s clip space in homogeneous coordinates |

Vertex Transform | Object To View Pos | Transforms a point from object space to view space |

Vertex-lit | Shade Vertex Lights | Computes illumination from four per-vertex lights and ambient, given object space position & normal |