A game about forced loneliness, made by TACStudios
1# Built In Blocks
2
3## Vertex Blocks
4| | Name | Type | Binding | Description |
5|:-----------|:----------------|:---------|:----------------------|:------------|
6|  | Position | Vector 3 | Object Space Position | Defines the absolute object space vertex position per vertex.|
7|  | Normal | Vector 3 | Object Space Normal | Defines the absolute object space vertex normal per vertex.|
8|  | Tangent | Vector 3 | Object Space Tangent | Defines the absolute object space vertex tangent per vertex.|
9|  | Color | Vector 4 | Vertex Color | Defines vertex color. Expected range 0 - 1. |
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11## Fragment Blocks
12| | Name | Type | Binding | Description |
13|:-----------|:---------|:---------|:---------------------|:------------|
14|  | Base Color | Vector 3 | None | Defines material's base color value. Expected range 0 - 1. |
15|  | Normal (Tangent Space) | Vector 3 | Tangent Space Normal | Defines material's normal value in tangent space. |
16|  | Normal (Object Space) | Vector 3| Object Space Normal | Defines material's normal value in object space. |
17|  | Normal (World Space) | Vector 3 | World Space Normal | Defines material's normal value in world space. |
18|  | Emission | Vector 3 | None | Defines material's emission color value. Expects positive values. |
19|  | Metallic | Float | None | Defines material's metallic value, where 0 is non-metallic and 1 is metallic. |
20|  | Specular | Vector 3 | None | Defines material's specular color value. Expected range 0 - 1. |
21|  | Smoothness | Float | None | Defines material's smoothness value. Expected range 0 - 1. |
22|  | Ambient Occlusion | Float | None | Defines material's ambient occlusion value. Expected range 0 - 1. |
23|  | Alpha | Float | None | Defines material's alpha value. Used for transparency and/or alpha clip. Expected range 0 - 1. |
24|  | Alpha Clip Threshold | Float | None | Fragments with an alpha below this value are discarded. Expected range 0 - 1. |