A game about forced loneliness, made by TACStudios
Built In Blocks#
Vertex Blocks#
| Name | Type | Binding | Description | |
|---|---|---|---|---|
| Position | Vector 3 | Object Space Position | Defines the absolute object space vertex position per vertex. | |
| Normal | Vector 3 | Object Space Normal | Defines the absolute object space vertex normal per vertex. | |
| Tangent | Vector 3 | Object Space Tangent | Defines the absolute object space vertex tangent per vertex. | |
| Color | Vector 4 | Vertex Color | Defines vertex color. Expected range 0 - 1. |
Fragment Blocks#
| Name | Type | Binding | Description | |
|---|---|---|---|---|
| Base Color | Vector 3 | None | Defines material's base color value. Expected range 0 - 1. | |
| Normal (Tangent Space) | Vector 3 | Tangent Space Normal | Defines material's normal value in tangent space. | |
| Normal (Object Space) | Vector 3 | Object Space Normal | Defines material's normal value in object space. | |
| Normal (World Space) | Vector 3 | World Space Normal | Defines material's normal value in world space. | |
| Emission | Vector 3 | None | Defines material's emission color value. Expects positive values. | |
| Metallic | Float | None | Defines material's metallic value, where 0 is non-metallic and 1 is metallic. | |
| Specular | Vector 3 | None | Defines material's specular color value. Expected range 0 - 1. | |
| Smoothness | Float | None | Defines material's smoothness value. Expected range 0 - 1. | |
| Ambient Occlusion | Float | None | Defines material's ambient occlusion value. Expected range 0 - 1. | |
| Alpha | Float | None | Defines material's alpha value. Used for transparency and/or alpha clip. Expected range 0 - 1. | |
| Alpha Clip Threshold | Float | None | Fragments with an alpha below this value are discarded. Expected range 0 - 1. |