Another Source: The Book of Shaders
For more information then presented here, see “WTF Is?” series on Youtube
Any material node may be converted into a parameter that is revealed in subsequent instances of the master material / blueprint for real time updates.
Material Functions may be created to simplify final material creations using functions customized by the user that are complex and repeatable.
Essential Functions
- Scalar (“1” + LMB): A scalar value (between 0 and 1).
- Panner (“P” + LMB): A node that pans the input TextureSample based on time and speed.
- Saturate: A math function (not artist function). This is a better performing version of the Clamp function.
- Power: Power will multiply a function against itself to the power of a scalar value input. Useful for things such as controlling saturation and clamping.
- Lerp: Linear Interpolate; Outputs the resulting combination of two input functions based on a mask input “alpha”.
- TextureCoordinate (TexCoord): TextureCoordinate is the combination of two gradients (one in the X axis, one in the Y axis) that creates a unique identifying color for every position on the TextureCoordinate map (UV map).
- ComponentMask: A component mask is used to isolate (select) one (or more) individual channels of a Vector3 or TextureSample or TextureCoordinate input.
- TextureSample: A node that allows a texture to be used when creating materials.
- Add (“A” + LMB): Adds two different functions together and outputs the result. Very simple.
- Multiply (“M” + LMB): Multiplies two different functions together and outputs the result. Simple.
- Append: Adds a vector to another vector. E.g., Appending two scalars together creates a Vector2 function.
- Vector2 (“2” + LMB): A texture function that creates a XY (R,G) image.