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Root
This is the main node.Assign base texture/sprite here.


Image
Show textures. Depth is for display order, highest depth is shown on the top.


Color
A solid color.


Refract
Make refraction effects.Interact with background graphics behind.Use child UV nodse to distort background. Here are some example effects, ground glass, water fall.Support all shader types.


Reflect
Make reflection effects.Interact with background graphics behind.Use child UV node to distort background. Here are some example effects, water, wet floor. For Sprite, assign material and add ->Component ->Shader Weaver ->Sprite Reflection. For Default/UI/Text, set material's Reflection Line / Reflection Height manually.


UV
Use rgba channel of this node'texture to relocate parent's uv coordinates. Use mainly for distortion.Here are some example effects,floating flags,flowing water.


Remap
Supply UV corrdinates to the parent node. Drag mode is to lay parental effects on one side of the shape.
Line mode is to make parental effects follow the path you created. In the texture we made,
Red supply the horizontal corrdinates to parent nodes,Green supply the vertical corrdinates.
Asix x:R[0,1]=U[0,1]
Asix y:G[0,1]=V[0,1]
If you want to use custum texture for remapping,just press '+' button on the remap node and assign texture.


Blur
Make parent nodes blurry.


Retro
Pixelate parent nodes.


Alpha
Use one of the rgba channel in this node'texture to do detailed aplha animation for parent nodes. It offers a multiplier to (1)color node who use it (2)final graphic. multiplier = textureSampledColor.channel + start +spd*spdFactor (clamped in [min,max])


Mask
Draw mask to masking sub-effects.Mask node's child node effects will ONLY show in the masked area. If you want to use custum grayscale texture for masking,just press '+' button on the mask node and assign texture.


Mixer
Use one of the rgba channel in this node'texture to do animated blending for child nodes. It produce a value. value = textureSampledColor.channel + start +spd*spdFactor (clamped in [min,max]) Right click on mixer node's left port, then we can set blend area in [min,max]. Blend area controls how child nodes linked to this port is blended.


Shader Weaver © Jackie Lo
JackieLo@aliyun.com