Skip to Content
Node LibraryRendering

Rendering

Drawing and rendering nodes that produce visual output. These nodes turn your data into pixels on screen.


Angular Gradient

Output

UV-based conical sweep gradient. Rotates 360 degrees around center.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
startRGB Color / RGBA Color / 3D Vector / 4D VectorRGB(1.00, 0.00, 0.00)Starting color of the rotation
endRGB Color / RGBA Color / 3D Vector / 4D VectorRGB(0.00, 0.00, 1.00)Ending color of the rotation
center2D Vector(0.50, 0.50)Center point in UV space — (0.5, 0.5) is the middle
rotationNumber0.00Offset angle to rotate the gradient start position

Outputs:

NameTypeDescription
resultpolymorphicColor swept 360 degrees around the center

Angular Gradient

Related: Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient, Horizontal Gradient


Draw Fullscreen

Output

Fullscreen shader pass. Use for effects, filters, image generation, or compositing.

Inputs:

NameTypeDefaultDescription
surfaceRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual OutputblackColor or shader chain to render fullscreen
sizeScaleNumber1.00Render resolution multiplier — 0.5 = half res, useful for blur or feedback
clearColorRGB Color / RGBA Color / 3D Vector / 4D VectorRGBA(0.05, 0.05, 0.05, 1.00)Background clear color

Outputs:

NameTypeDescription
colorResultVisual OutputRendered texture — connect to chain effects or use as input elsewhere

Draw Fullscreen

Related: Angular Gradient, Draw Geometry, Draw Viewport Quad, Four Corner Gradient, Horizontal Gradient


Draw Geometry

Output

Render 3D mesh with surface shader. Optionally instance with Grid2D/3D. Connect outputs for offscreen rendering.

Inputs:

NameTypeDefaultDescription
cameraTransform MatrixViewport CameraView-projection matrix from a camera node
geometry (required)Geometryempty3D mesh to render (Sphere, Plane, custom, etc.)
transform3D Vector / Transform MatrixidentityWorld transform applied to the geometry
instances3D Vector / Transform MatrixnoneInstance transforms from builder chain (Grid2D/3D → Apply*)
surfaceRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual OutputLambertSurface shader or color for the material appearance
displacementVertexDisplacementnoneVertex displacement shader applied in local space
blendOptionOpaque (options: Opaque, Alpha, Additive)How this geometry composites with the scene
clearColorRGB Color / RGBA Color / 3D Vector / 4D VectorRGBA(0.05, 0.05, 0.05, 1.00)Background clear color

Outputs:

NameTypeDescription
colorResultVisual OutputRendered color texture — connect to chain post-processing effects
depthResultVisual OutputRendered depth texture — use for depth-based effects like fog or DOF

Draw Geometry

Related: Angular Gradient, Draw Fullscreen, Draw Viewport Quad, Four Corner Gradient, Horizontal Gradient


Draw Viewport Quad

Output

Fullscreen quad with surface shader. Handles camera and geometry internally. Connect surface for color, displacement for deformation.

Inputs:

NameTypeDefaultDescription
surfaceRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual OutputblackColor or shader chain for the quad surface
displacementVertexDisplacementnoneVertex displacement shader — deforms the quad grid
subdivisionsAudioStream / Boolean / RGB Color / RGBA Color / Option / Number / 2D Vector / 3D Vector / Float3x3 / 4D Vector / Transform Matrix / InstanceBuffer / Geometry / ParticleBuffer / String / Visual Output / UUID / VertexDisplacement1.00
clearColorRGB Color / RGBA Color / 3D Vector / 4D VectorRGBA(0.05, 0.05, 0.05, 1.00)Background clear color

Outputs:

NameType
colorResultpolymorphic
depthResultpolymorphic

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Four Corner Gradient, Horizontal Gradient


Four Corner Gradient

Output

Bilinear blend of 4 corner colors across the quad.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
top-leftRGB Color / RGBA Color / 3D Vector / 4D VectorRGB(1.00, 0.00, 0.00)Color at the top-left corner
top-rightRGB Color / RGBA Color / 3D Vector / 4D VectorRGB(0.00, 1.00, 0.00)Color at the top-right corner
bottom-leftRGB Color / RGBA Color / 3D Vector / 4D VectorRGB(0.00, 0.00, 1.00)Color at the bottom-left corner
bottom-rightRGB Color / RGBA Color / 3D Vector / 4D VectorRGB(1.00, 1.00, 0.00)Color at the bottom-right corner

Outputs:

NameTypeDescription
resultpolymorphicBilinear blend of the four corner colors

Four Corner Gradient

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Horizontal Gradient


Horizontal Gradient

Output

Multi-stop horizontal gradient. Select number of color stops (2-8).

This node is polymorphic - it works with multiple input types automatically.

Inputs:

NameTypeDefaultDescription
stopsNumber4.00Number of color stops (2–8)

Outputs:

No outputs

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Horizontal Ramp

Output

UV-based horizontal gradient. Left color at UV.x=0, right at UV.x=1.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
leftRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual OutputRGB(0.20, 0.45, 1.00)Color at the left edge (UV.x = 0)
rightRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual OutputRGB(1.00, 0.20, 0.30)Color at the right edge (UV.x = 1)

Outputs:

NameTypeDescription
resultpolymorphicInterpolated color based on horizontal position

Horizontal Ramp

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Instance UV

Source

UV from instance index. Each instance gets unique UV based on grid position.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
resolution2D Vector(32.00, 32.00)Grid dimensions — instances are laid out in this many columns and rows

Outputs:

NameTypeDescription
uv2D VectorUnique UV for each instance based on its grid position

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Lambert Material

Output

Basic diffuse lighting with adjustable color, light direction, and ambient.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
colorRGB ColorRGB(0.30, 0.60, 1.00)Surface base color
light3D Vector(0.50, 0.80, 1.00)Light direction vector (top-right-forward default)
ambientNumber0.15Minimum lighting level applied everywhere

Outputs:

NameTypeDescription
resultVisual OutputLit surface color

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Missing Material

Output

Pink checkerboard pattern indicating missing surface material. Used as default when no shader is connected.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
scaleNumber8.00Number of checkerboard tiles — higher = smaller squares

Outputs:

NameTypeDescription
resultVisual OutputPink checkerboard pattern

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Normals

Source

Surface normal direction. Use for lighting, rim effects, fresnel.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

No inputs

Outputs:

NameTypeDescription
normals3D VectorNormalized surface direction — maps to rainbow colors when used as color

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Positions

Source

Fragment position in clip space. Use for depth or screen effects.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

No inputs

Outputs:

NameTypeDescription
positions4D VectorFragment position in screen space (X, Y, depth, W)

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Radial Gradient

Output

UV-based circular gradient. Inner color at center, outer at edge.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
innerRGB Color / RGBA Color / 3D Vector / 4D VectorRGB(1.00, 1.00, 1.00)Color at the center point
outerRGB Color / RGBA Color / 3D Vector / 4D VectorRGB(0.00, 0.00, 0.00)Color at the outer edge
center2D Vector(0.50, 0.50)Center point in UV space — (0.5, 0.5) is the middle
radiusNumber0.50Distance from center to outer edge in UV units

Outputs:

NameTypeDescription
resultpolymorphicBlended color based on distance from center

Radial Gradient

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Sample Texture

Transform

Sample texture at custom UV. Use with InstanceUV for per-instance colors.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
uv2D VectorzeroUV coordinates to sample at — overrides mesh UVs
textureVisual Output-Texture or render output to sample from
modeOptionClamp (options: Wrap, Clamp, Mirror, Black)How to handle UVs outside 0–1 range (Clamp, Repeat, Mirror)

Outputs:

NameTypeDescription
colorRGBA ColorSampled color at the given UV coordinates

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Texture Coordinates

Source

Fragment UV coordinates (0-1). Use for texture sampling or patterns.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

No inputs

Outputs:

NameTypeDescription
uv2D VectorUV coordinates (0–1) for the current fragment

Texture Coordinates

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Vertical Gradient

Output

Multi-stop vertical gradient. Select number of color stops (2-8).

This node is polymorphic - it works with multiple input types automatically.

Inputs:

NameTypeDefaultDescription
stopsNumber4.00Number of color stops (2–8)

Outputs:

No outputs

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Vertical Ramp

Output

UV-based vertical gradient. Top color at UV.y=0, bottom at UV.y=1.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
topRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual OutputRGB(0.20, 0.45, 1.00)Color at the top edge (UV.y = 0)
bottomRGB Color / RGBA Color / Number / 2D Vector / 3D Vector / 4D Vector / Visual OutputRGB(1.00, 0.20, 0.30)Color at the bottom edge (UV.y = 1)

Outputs:

NameTypeDescription
resultpolymorphicInterpolated color based on vertical position

Vertical Ramp

Related: Angular Gradient, Draw Fullscreen, Draw Geometry, Draw Viewport Quad, Four Corner Gradient


Last updated on

Apple and the Apple logo are trademarks of Apple Inc. sxp.studio and Subjective Designer are not affiliated with Apple.