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# Absolute Node | ||
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## Description | ||
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Returns the absolute value of the input **In**. Components of the input Dynamic Vector that are positive will remain positive and components that are negative will be inverted and become positive. | ||
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## Ports | ||
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| Name | Direction | Type | Description | | ||
|:------------ |:-------------|:-----|:---| | ||
| In | Input | Dynamic Vector | Input value | | ||
| Out | Output | Dynamic Vector | Output value | | ||
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## Generated Code Example | ||
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The following example code represents one possible outcome of this node. | ||
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``` | ||
void Unity_Absolute_float4(float4 In, out float4 Out) | ||
{ | ||
Out = abs(In); | ||
} | ||
``` |
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# Add Node | ||
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## Description | ||
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Returns the sum of the two input values **A** and **B**. | ||
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## Ports | ||
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| Name | Direction | Type | Description | | ||
|:------------ |:-------------|:-----|:---| | ||
| A | Input | Dynamic Vector | First input value | | ||
| B | Input | Dynamic Vector | Second input value | | ||
| Out | Output | Dynamic Vector | Output value | | ||
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## Generated Code Example | ||
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The following example code represents one possible outcome of this node. | ||
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``` | ||
void Unity_Add_float4(float4 A, float4 B, out float4 Out) | ||
{ | ||
Out = A + B; | ||
} | ||
``` |
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# All Node | ||
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## Description | ||
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Returns true if all components of the input **In** are non-zero. This is useful for [Branching](Branch-Node.md). | ||
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## Ports | ||
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| Name | Direction | Type | Binding | Description | | ||
|:------------ |:-------------|:-----|:---|:---| | ||
| In | Input | Dynamic Vector | None | Input value | | ||
| Out | Output | Boolean | None | Output value | | ||
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## Generated Code Example | ||
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The following example code represents one possible outcome of this node. | ||
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``` | ||
void Unity_All_float4(float4 In, out float Out) | ||
{ | ||
Out = all(In); | ||
} | ||
``` |
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# Ambient Node | ||
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## Description | ||
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Provides access to the Scene's **Ambient** color values. When Environment Lighting Source is set to **Gradient** [Port](Port.md) **Color/Sky** returns the value **Sky Color**. When Environment Lighting Source is set to **Color** [Port](Port.md) **Color/Sky** returns the value **Ambient Color**. [Ports](Port.md) **Equator** and **Ground** always return the values **Equator Color** and **Ground Color** regardless of the current Environment Lighting Source. | ||
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Note: Values of this [Node](Node.md) are only updated when entering Play mode or saving the current Scene/Project. | ||
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Note: The behavior of this [Node](Node.md) is undefined globally. Shader Graph does not define the function of the node. Instead, each Render Pipeline defines what HLSL code to execute for this [Node](Node.md). | ||
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Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A [Node](Node.md) might be defined in one Render Pipeline and undefined in the other. If this [Node](Node.md) is undefined, it returns 0 (black). | ||
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#### Unity Pipelines Supported | ||
- Lightweight Render Pipeline | ||
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## Ports | ||
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| Name | Direction | Type | Binding | Description | | ||
|:------------ |:-------------|:-----|:---|:---| | ||
| Color/Sky | Output | Vector 3 | None | Color (Color) or Sky (Gradient) color value | | ||
| Equator | Output | Vector 3 | None | Equator (Gradient) color value | | ||
| Ground | Output | Vector 3 | None | Ground (Gradient) color value | | ||
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## Generated Code Example | ||
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The following example code represents one possible outcome of this node. | ||
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``` | ||
float3 _Ambient_ColorSky = SHADERGRAPH_AMBIENT_SKY; | ||
float3 _Ambient_Equator = SHADERGRAPH_AMBIENT_EQUATOR; | ||
float3 _Ambient_Ground = SHADERGRAPH_AMBIENT_GROUND; | ||
``` |
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# And Node | ||
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## Description | ||
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Returns true if both the inputs **A** and **B** are true. This is useful for [Branching](Branch-Node.md). | ||
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## Ports | ||
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| Name | Direction | Type | Binding | Description | | ||
|:------------ |:-------------|:-----|:---|:---| | ||
| A | Input | Boolean | None | First input value | | ||
| B | Input | Boolean | None | Second input value | | ||
| Out | Output | Boolean | None | Output value | | ||
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## Generated Code Example | ||
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``` | ||
void Unity_And(float A, float B, out float Out) | ||
{ | ||
Out = A && B; | ||
} | ||
``` |
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# Any Node | ||
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## Description | ||
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Returns true if any of the components of the input **In** are non-zero. This is useful for [Branching](Branch-Node.md). | ||
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## Ports | ||
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| Name | Direction | Type | Binding | Description | | ||
|:------------ |:-------------|:-----|:---|:---| | ||
| In | Input | Dynamic Vector | None | Input value | | ||
| Out | Output | Boolean | None | Output value | | ||
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## Generated Code Example | ||
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The following example code represents one possible outcome of this node. | ||
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``` | ||
void Unity_Any_float4(float4 In, out float Out) | ||
{ | ||
Out = any(In); | ||
} | ||
``` |
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# Arccosine Node | ||
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## Description | ||
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Returns the arccosine of each component of the input **In** as a vector of the same dimension and equal length. Each component should be within the range of -1 to 1. | ||
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## Ports | ||
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| Name | Direction | Type | Description | | ||
|:------------ |:-------------|:-----|:---| | ||
| In | Input | Dynamic Vector | Input value | | ||
| Out | Output | Dynamic Vector | Output value | | ||
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## Generated Code Example | ||
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The following example code represents one possible outcome of this node. | ||
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``` | ||
void Unity_Arccosine_float4(float4 In, out float4 Out) | ||
{ | ||
Out = acos(In); | ||
} | ||
``` |
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# Arcsine Node | ||
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## Description | ||
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Returns the arcsine of each component of the input **In** as a vector of the same dimension and equal length. Each component should be within the range of -Pi/2 to Pi/2. | ||
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## Ports | ||
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| Name | Direction | Type | Description | | ||
|:------------ |:-------------|:-----|:---| | ||
| In | Input | Dynamic Vector | Input value | | ||
| Out | Output | Dynamic Vector | Output value | | ||
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## Generated Code Example | ||
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The following example code represents one possible outcome of this node. | ||
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``` | ||
void Unity_Arcsine_float4(float4 In, out float4 Out) | ||
{ | ||
Out = asin(In); | ||
} | ||
``` |
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# Arctangent Node | ||
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## Description | ||
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Returns the arctangent of the value of input **In**. Each component should be within the range of -Pi/2 to Pi/2. | ||
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## Ports | ||
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| Name | Direction | Type | Description | | ||
|:------------ |:-------------|:-----|:---| | ||
| In | Input | Dynamic Vector | Input value | | ||
| Out | Output | Dynamic Vector | Output value | | ||
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## Generated Code Example | ||
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The following example code represents one possible outcome of this node. | ||
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``` | ||
void Unity_Arctangent_float4(float4 In, out float4 Out) | ||
{ | ||
Out = atan(In); | ||
} | ||
``` |
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# Arctangent2 Node | ||
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## Description | ||
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Returns the arctangent of the values of both input **A** and input **B**. The signs (whether they are positive or negative values) of the input values are used to determine whether the output components, or channels, are positive or negative within a range of -Pi to Pi. | ||
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## Ports | ||
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| Name | Direction | Type | Description | | ||
|:------------ |:-------------|:-----|:---| | ||
| A | Input | Dynamic Vector | First input value | | ||
| B | Input | Dynamic Vector | Second input value | | ||
| Out | Output | Dynamic Vector | Output value | | ||
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## Generated Code Example | ||
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The following example code represents one possible outcome of this node. | ||
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``` | ||
void Unity_Arctangent2_float4(float4 A, float4 B, out float4 Out) | ||
{ | ||
Out = atan2(A, B); | ||
} | ||
``` |
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# Artistic Nodes | ||
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## Adjustment | ||
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|[Channel Mixer](Channel-Mixer-Node.md)| [Contrast](Contrast-Node.md) | | ||
|:---------:|:---------:| | ||
|![Image](images/ChannelMixerNodeThumb.png)|![](images/ContrastNodeThumb.png)| | ||
|Controls the amount each of the channels of input In contribute to each of the output channels.|Adjusts the contrast of input In by the amount of input Contrast.| | ||
|[**Hue**](Hue-Node.md)|[**Invert Colors**](Invert-Colors-Node.md)| | ||
|![Image](images/HueNodeThumb.png)|![Image](images/InvertColorsNodeThumb.png)| | ||
|Offsets the hue of input In by the amount of input Offset.|Inverts the colors of input In on a per channel basis.| | ||
|[**Replace Color**](Replace-Color-Node.md)|[**Saturation**](Saturation-Node.md)| | ||
|![Image](images/ReplaceColorNodeThumb.png)|![Image](images/SaturationNodeThumb.png)| | ||
|Replaces values in input In equal to input From to the value of input To.|Adjusts the saturation of input In by the amount of input Saturation.| | ||
|[**White Balance**](White-Balance-Node.md)|| | ||
|![Image](images/WhiteBalanceNodeThumb.png)|| | ||
|Adjusts the temperature and tint of input In by the amount of inputs Temperature and Tint respectively.|| | ||
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## Blend | ||
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|[Blend](Blend-Node.md)| | ||
|:---------:| | ||
|![Image](images/BlendNodeThumb.png)| | ||
|Blends the value of input Blend onto input Base using the blending mode defined by parameter Mode.| | ||
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## Filter | ||
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|[Dither](Dither-Node.md)| | ||
|:---------:| | ||
|![Image](images/DitherNodeThumb.png)| | ||
|Dither is an intentional form of noise used to randomize quantization error. It is used to prevent large-scale patterns such as color banding in images..| | ||
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## Mask | ||
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|[Channel Mask](Channel-Mask-Node.md)| [Color Mask](Color-Mask-Node.md) | | ||
|:---------:|:---------:| | ||
|![Image](images/ChannelMaskNodeThumb.png)|![](images/ColorMaskNodeThumb.png)| | ||
|Masks values of input In on channels selected in dropdown Channels.|Creates a mask from values in input In equal to input Mask Color.| | ||
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## Normal | ||
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|[Normal Blend](Normal-Blend-Node.md)| [Normal From Height](Normal-From-Height-Node.md) | | ||
|:---------:|:---------:| | ||
|![Image](images/NormalBlendNodeThumb.png)|![](images/NormalFromHeightNodeThumb.png)| | ||
|Blends two normal maps defined by inputs A and B together.|Creates a normal map from a height map defined by input Texture.| | ||
|[**Normal Strength**](Normal-Strength-Node.md)|[**Normal Unpack**](Normal-Unpack-Node.md)| | ||
|![Image](images/NormalStrengthNodeThumb.png)|![Image](images/NormalUnpackNodeThumb.png)| | ||
|Adjusts the strength of the normal map defined by input In by the amount of input Strength.|Unpacks a normal map defined by input In.| | ||
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## Utility | ||
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| [Colorspace Conversion](Colorspace-Conversion-Node.md) | | ||
| :----------------------------------------------------------: | | ||
| ![Image](images/ColorspaceConversionNodeThumb.png) | | ||
| Returns the result of converting the value of input In from one colorspace space to another. | |
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# Baked GI Node | ||
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## Description | ||
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Provides access to the **Baked GI** values at the vertex or fragment's position. Requires **Position** and **Normal** input for light probe sampling, and lightmap coordinates **Static UV** and **Dynamic UV** for all potential lightmap sampling cases. | ||
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Note: The behavior of this [Node](Node.md) is undefined globally. Shader Graph does not define the function of the node. Instead, each Render Pipeline defines what HLSL code to execute for this [Node](Node.md). | ||
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Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A [Node](Node.md) might be defined in one Render Pipeline and undefined in the other. If this [Node](Node.md) is undefined, it returns 0 (black). | ||
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#### Unity Pipelines Supported | ||
- HD Render Pipeline | ||
- Lightweight Render Pipeline | ||
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## Ports | ||
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| Name | Direction | Type | Binding | Description | | ||
|:------------ |:-------------|:-----|:---|:---| | ||
| Position | Input | Vector 3 | Position (world space) | Mesh vertex/fragment's **Position** | | ||
| Normal | Input | Vector 3 | Normal (world space) | Mesh vertex/fragment's **Normal** | | ||
| Static UV | Input | Vector 2 | UV1 | Lightmap coordinates for the static lightmap | | ||
| Dynamic UV | Input | Vector 2 | UV2 | Lightmap coordinates for the dynamic lightmap | | ||
| Out | Output | Vector 3 | None | Output color value | | ||
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## Controls | ||
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| Name | Type | Options | Description | | ||
|:------------ |:-------------|:-----|:---| | ||
| Apply Lightmap Scaling | Toggle | True, False | If enabled lightmaps are automatically scaled and offset. | | ||
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## Generated Code Example | ||
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The following example code represents one possible outcome of this node. | ||
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``` | ||
void Unity_BakedGI_float(float3 Position, float3 Normal, float2 StaticUV, float2 DynamicUV, out float Out) | ||
{ | ||
Out = SHADERGRAPH_BAKED_GI(Position, Normal, StaticUV, DynamicUV, false); | ||
} | ||
``` |
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# Bitangent Node | ||
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## Description | ||
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Provides access to the mesh vertex or fragment's **Bitangent Vector**, depending on the effective [Shader Stage](Shader-Stage.md) of the graph section the [Node](Node.md) is part of. The coordinate space of the output value can be selected with the **Space** dropdown parameter. | ||
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## Ports | ||
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| Name | Direction | Type | Binding | Description | | ||
|:------------ |:-------------|:-----|:---|:---| | ||
| Out | Output | Vector 3 | None | **Bitangent Vector** for the Mesh Vertex/Fragment. | | ||
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## Controls | ||
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| Name | Type | Options | Description | | ||
|:------------ |:-------------|:-----|:---| | ||
| Space | Dropdown | Object, View, World, Tangent | Selects coordinate space of **Bitangent Vector** to output. | |
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