PBR Output
Menu: Output
Purpose
Defines the final material output of the graph, including base color, emissive and surface response inputs.
Inputs
| Name | Type | Default | Details |
|---|---|---|---|
Vertex Pos | FLOAT3 | - | Vertex stage. |
Vertex Normal | FLOAT3 | - | Vertex stage. |
Base Color | FLOAT4 | - | Fragment stage. |
Emissive | FLOAT4 | - | Fragment stage. |
Roughness | NUMBER | - | Fragment stage. |
Metallic | NUMBER | - | Fragment stage. |
Reflectance | NUMBER | - | Fragment stage. |
Ambient Occlusion | NUMBER | - | Fragment stage. |
Normal | FLOAT3 | - | Fragment stage. |
Transmission | NUMBER | - | Fragment stage. |
Absorption | FLOAT3 | - | Fragment stage. |
IOR | NUMBER | - | Fragment stage. |
Micro Thickness | NUMBER | - | Fragment stage. |
Dispersion | NUMBER | - | Fragment stage. |
Outputs
None.
Notes
- This is the final output node of the graph. In unlit or post-processing graphs the editor may show it simply as
Output. - When
Vertex Posis connected, the displaced position is applied to the mesh, while the original world position is still passed to fragment nodes such asWorld Position. - When
ShaderGraphSettings.isPostProcessingisfalse, the graph uses the easy shader path (easy_vertex.glslandeasy_frag.glsl) and the inspector showsWind effectso you can drivegsp_windIntensityfrom the node binder.