Shader Nodes Reference / Blender

To some extent, Verge3D supports almost all nodes provided by Blender's Shader Editor. However, for most tasks of web-based real-time graphics it is sufficient to use just a limited set of them. Below we only list the nodes that are used in stock Verge3D demos.

Inputs and outputs that are supported by Verge3D are marked with green check mark, while unsupported ones are marked with red one.

Contents

Shader Nodes

These nodes are in the core of any material, performing shading calculations for the object surface. Among them, the following nodes are used the most in Verge3D workflow:

Principled BSDF

This universal node implements the physically-based rendering model (aka PBR). Suitable for creating most materials for Verge3D.

By tweaking just a few options in the Principled BSDF node, you can quickly setup various good-looking materials. For best results, you might use an environment texture which provides reflections and image-based lighting, or just use the default cube template where the environment is set up for you.

See more information on the Principled BSDF node in Blender Manual: link.

Diffuse BSDF

This node implements the diffuse component of PBR. It is used for adding baked ambient occlusion to materials, or sometimes combined with Glossy BSDF node for more flexibility compared to Principled BSDF node.

In the following example, Diffuse BSDF is used to add baked ambient occlusion to chrome material:

See more information on the Diffuse BSDF node in Blender Manual: link.

Glossy BSDF

This node implements the specular component of PBR. It is used for purely metallic surfaces, or sometimes combined with Diffuse BSDF node for more flexibility.

See more information on the Glossy BSDF node in Blender Manual: link.

Emission

This node is used to represent unlit (shadeless) objects. It is also used to represent glowing objects when combined with the bloom post-effect in Verge3D.

In the following simplified example, Emission is used for shadeless UI icons:

See more information on the Emission node in Blender Manual: link.

Transparent BSDF

This node implements transparent materials by mixing with other Shader nodes such as Glossy BSDF.

In the following simplified example, Transparent BSDF is used for the material of front glass:

See more information on the Transparent BSDF node in Blender Manual: link.

Refraction BSDF

This node implements refractive materials by using the environment map for refraction.

Below is a simple usage example:

See more information on the Refraction BSDF node in Blender Manual: link.

Add Shader

This node sums up two shaders together.

See more information on the Add Shader node in Blender Manual: link.

Mix Shader

This node mixes two shaders together.

See more information on the Mix Shader node in Blender Manual: link.

Output Nodes

These nodes are the end point in a shader. For Object materials, only the following node is available (there is also a special output node for World materials):

Material Output

This node provide shading results for the surface point.

See more information on the Material Output node in Blender Manual: link.

Input Nodes

These nodes provide various input information to the shader. Among them, the following nodes are used the most in Verge3D workflow:

Geometry

This node provides geometrical information (in world space) for the shaded point. At the moment, Verge3D supports only Position, Normal, Incoming and Backfacing sockets.

See more information on the Geometry node in Blender Manual: link.

Attribute

This node retrieves mesh attributes. Only vertex colors are supported by Verge3D at the moment.

See more information on the Attribute node in Blender Manual: link.

Texture Coordinate

This node provides UV-mapped or procedurely assigned coordinates for texturing. Verge3D takes the first UV layer from the list of UV layers available on the mesh.

See more information on the Texture Coordinate node in Blender Manual: link.

UV Map

This node retrieves the specified UV layer from mesh. Unlike the Texture Coordinate node, this node works with any UV layer available on the mesh.

See more information on the UV Map node in Blender Manual: link.

Fresnel

This node computes the proportion of light reflected vs refracted.

See more information on the Fresnel node in Blender Manual: link.

Layer Weight

This node provides a mix factor thats depends on the direction upon which the object surface is observed.

See more information on the Layer Weight node in Blender Manual: link.

RGB

This node provides a color value to the shader.

See more information on the RGB node in Blender Manual: link.

Value

This node provides a numeric value to the shader.

See more information on the Value node in Blender Manual: link.

Texture Nodes

These nodes provide bitmaps to the shader. Among them, the following nodes are used the most in Verge3D workflow:

Image Texture

This node provides an image file to be used as texture in the shader.

See more information on the Image Texture node in Blender Manual: link.

Gradient Texture

This node provides a smoothly changing range of colors and intensities.

See more information on the Gradient Texture node in Blender Manual: link.

Voronoi Texture

This node provides a bitmap with Voronoi patterns.

See more information on the Voronoi Texture node in Blender Manual: link.

Noise Texture

This node provides a bitmap with noise patterns.

See more information on the Noise Texture node in Blender Manual: link.

Color Nodes

These nodes provides various operations on colors. Among them, the following nodes are used the most in Verge3D workflow:

Mix

This node mixes two color inputs together using various blending modes.

See more information on the Mix node in Blender Manual: link.

RGB Curves

This node is used for color correction and level adjustment.

See more information on the RGB Curves node in Blender Manual: link.

Invert

This node inverts the color input producing a negative.

See more information on the Invert node in Blender Manual: link.

Gamma

This node applies gamma correction to the color input.

See more information on the Gamma node in Blender Manual: link.

Vector Nodes

These nodes provides various operations on vectors. Among them, the following nodes are used the most in Verge3D workflow:

Mapping

This node is used to transform a bitmap, including shifting, rotation and scale.

See more information on the Mapping node in Blender Manual: link.

Normal Map

This node provides the normal vector from a bitmap interpreted as normal map.

See more information on the Normal Map node in Blender Manual: link.

Vector Transform

This node is used to convert an input vector between world, camera or object coordinate spaces.

See more information on the Vector Transform node in Blender Manual: link.

Converter Nodes

These nodes provides means for converting between data of various types. Among them, the following nodes are used the most in Verge3D workflow:

Color Ramp

This node converts values to colors by using a gradient.

See more information on the Color Ramp node in Blender Manual: link.

Shader to RGB

This node replaces shading calculation results with plain color. Typically used for non-photorealistic rendering.

See more information on the Shader to RGB node in Blender Manual: link.

RGB to BW

This node converts color to black and white imagery by using luminance.

See more information on the RGB to BW node in Blender Manual: link.

Math

This node performs mathematical operations with numeric values:

See more information on the Math node in Blender Manual: link.

Vector Math

This node performs operations with vectors:

See more information on the Vector Math node in Blender Manual: link.

Combine/Separate Nodes

These nodes compose a color/vector from, or split it to, the individual channels.

See more information on the Combine and Separate nodes in Blender Manual: link.

World-Specific Nodes

These nodes are either available only for World materials (Background, World Output), or typically used with World materials (Environment Texture, Light Path):

Background

This node is used for setting up the background color, as well as for image-based lighting and reflections. It is rarely used on its own as it would produce just a solid color. You might combine with an environment texture for best results.

See more information on the Background node in Blender Manual: link.

World Output

This node is the end point of World materials. It represents shading results for the environment.

See more information on the World Output node in Blender Manual: link.

Environment Texture

This node provides an image file to be used as environment texture in the shader. The images must be in equirectangular projection, and should typically be HDR, although JPEG or PNG formats can be used as well.

The default cube template includes an HDR image which you may reuse in your projects.

In the following example, a JPEG image is used to provide image-based lighting, reflections and the background, all at once.

See more information on the Environment Texture node in Blender Manual: link.

Light Path

This node provides various information of Boolean type to the shader. The Is Camera Ray output is supported by Verge3D with the purpose to control whether the environment texture is visible in the background.

The following typical setup is used to provide environment lighting and reflections to the scene yet just render a white solid color in the background:

See more information on the Light Path node in Blender Manual: link.

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