A curation of some nodes I make when I'm bored. Feel free to use them however you'd like! and I'd love to see what you come up with :3
Node count: 139
- Circle Shape
- Square Shape
- Line Shape
- Combine SDFs
- Realize SDF
- Make Annular
- Round Out Shape
- Grid Anti Aliased
- Checkers Anti Aliased
- Analytical Dot Matrix
- Circle Normal Map
- Bakery SH
- Bakery MonoSH
- Bakery Specular Mono SH Full
- Directional Specular
- Sample RNMX
- Bakery Lightmap ST
- Bakery Read Lightmap
- Bakery Sample SH Matrix
- Bakery Decode Lightmap RNM
- Bakery SH4 Light Contribution
- Sample L1
- SH Evaluate L1 Diffuse
- Bakery Luma Clamp
- Bakery SH4 Luma
- GGX Term
- Combine SH Terms
- Perceptual Roughness to Roughness
- Smoothness To Perceptual Roughness
- Perceptual Roughness to Mipmap Level
- Project To Box
- Project To Square
- Rotate UV
- ST Remapping
- Repeat Domain
- Point On Circle
- Spherical Coordinates
- UV To Tunnel
- Tunnel To UV
- UV Bounds Verifier
- UV Padding
- UV Remapping
- Smooth UV Grid
- Sample Pixel In Middle
- Smooth Gradual Pixelation
- Tilesheet Selector
- Min Index 2
- Min Index 3
- Generic Min
- Max Index 2
- Max Index 3
- Generic Max
- Sort 2
- Sort 3
- If Statement
- Value At Index
- N dot L
- N dot V
- N dot H
- L dot V
- L dot H
- V dot H
- R dot V
- Half Direction
- Reflect Direction
- ShadeSH9
- SHEvalLinearL0L1
- SHEvalLinearL2
- SH Get Basis Vectors
- Schlick Fresnel
- Beckmann NDF
- Phong NDF
- Blinn-Phong NDF
- Gaussian NDF
- GGX NDF
- GGX Light
- Trowbridge-Reitz NDF
- Trowbridge-Reitz Anisotropic NDF
- Ward Anisotropic NDF
- Step AA
- Smooth Min
- Smooth Max
- Smoothstep 10
- Is Inside 01 Range
- Stairstep Terracing
- Direction To Signed Cube
- Coarse Normal Reconstruction
- Filtered Cosine
- Get Tangent Delta
- Get UV Analytic Model
- Integral Circle Approximation
- UV ddxy
- As Mat2x2
- Apply Mat2x2
- As Scalar Mat2x2
- Get Mat2x2 Scale
- Get Mat2x2 Inverse Scale
- Get Mat2x2 Component
- Mat2x2 Identity
- Mat2x2 Break
- Mat2x2 Get Column
- Mat2x2 Get Row
- Mat2x2 Get Diagonal
- Mat2x2 Get Basis Vectors
- Scale Mat2x2
- Mat2x2 Multiply
- Mat2x2 Normalize
- Mat2x2 Transpose
- Mat2x2 Determinant
- Mat2x2 Inverse
- Get Vec2 Tangent
- Mat2x2 Rotation Matrix
- Mat2x2 Get Rotation Angle
- Rotation Mat2x2 From Vector
- Mat2x2 Adjugate
- As Scalar Mat3x3
- Get Mat3x3 Scale
- Project From Quad
- Linearize Quad Projection