*************** Supported Nodes *************** Most nodes are taken from Cycles. However some features are missing and may (or may not) be implemented in Eevee in the future. .. seealso:: :doc:`Shader Nodes `. Eevee only Nodes ================ These nodes are only available if Eevee is the active render engine. These nodes will not work in Cycles. Shader to RGB ------------- Eevee supports the conversion of BSDF outputs into color inputs to make any kind of custom shading. This is supported using the :doc:`Shader to RGB ` node. Specular BSDF ------------- This :doc:`node ` implements the specular workflow found in other render engines. Other Nodes Support =================== If something is not listed here, it is supported. Shader Nodes ------------ In the general case, shader nodes should behave more or less like in Cycles. So be sure to check out the Cycles section of this manual for that. .. seealso:: :doc:`Material `. Although most BSDFs are supported, many of them are approximations and are not feature complete. Diffuse BSDF Roughness is not supported. Only Lambertian diffusion is supported. Emission Treated as indirect lighting and will only show up in :abbr:`SSR (Screen Space Reflection)`\ s and Probes. Glass / Refraction BSDF Does not refract lights. Does not support Beckmann and GGX Multiscatter distribution. See limitation of Refraction. Glossy BSDF Does not support Beckmann, Ashikhmin-Shirley and GGX Multiscatter distribution. Subsurface Scattering Random Walk sampling is not supported. Per color channel Radius is specified by the default socket value. Any link plugged into this socket gets ignored. If *Separate Albedo* is off Texture Blur will be treated as always 1.0. Texture Blur is not accurate for any value other than 0.0 and 1.0. Transparent BSDF Only monochromatic transparency is supported. The color input will be converted to float and used as alpha value. Transparency will only have an effect if the Material blend mode is not Opaque. Using an Add Shader node with a Transparent BSDF node will not result in an additive blending behavior. Translucent BSDF Does not diffuse the light inside the object. It only lights the object with reversed normals. Principled BSDF Cumulate limitations from Diffuse BSDF, Glossy BSDF, Refraction BSDF and Subsurface Scattering. Anisotropy is not supported. Transmission Roughness is not supported. The Sheen layer is a crude approximation. Volume Absorption See :ref:`Volume Limitation `. Volume Scatter The anisotropy parameter will be mixed and averaged for all overlapping volumetric objects, which is not physically correct and differs from Cycles. Also see :ref:`Volume Limitation `. Principled Volume Same as Volume Scatter. Also see :ref:`Volume Limitation `. Holdout Not supported. Anisotropic BSDF Not supported. Toon BSDF Not supported. Hair BSDF Not supported. Velvet BSDF Not supported. Principled Hair BSDF Not supported. Add Shader Using an Add Shader node with a Transparent BSDF node will not result in an additive blending behavior. Input Nodes ----------- Ambient Occlusion All parameters will have no effects except Normal and Color. This is because the AO is computed before evaluating this node and it uses the scene settings for that. Camera Data Everything is compatible. Geometry Pointiness is not supported. Attribute Defaults to active UV layer. Only "density", "color", "flame" and "temperature" built-in attributes are supported. UVs and Vertex Color layers are supported. Bevel Not supported. Fresnel Everything is compatible. Hair Info The Random output uses a different :abbr:`RNG (Random Number Generator)` algorithm. Range and statistical distribution of the values should be the same but the values will be different. Layer Weight Everything is compatible. Light Path Eevee has no real concept of rays. But in order to ease the workflow between Cycles and Eevee some of the outputs are supported in particular cases. This node makes it possible to tweak indirect lighting in the shader. Only a subset of the outputs is supported and the ray depth has not exactly the same meaning: - *Is Camera*: Supported. - *Is Shadow*: Supported. - *Is Diffuse*: Supported. - *Is Glossy*: Supported. - *Is Singular*: Not supported. Same as Is Glossy. - *Is Reflection*: Not supported. Same as Is Glossy. - *Is Transmission*: Not supported. Same as Is Glossy. - *Ray Length*: Not supported. Defaults to 1.0. - *Ray Depth*: Indicates the current bounce when baking the light cache. - *Diffuse Depth*: Same as Ray Depth but only when baking diffuse light. - *Glossy Depth*: Same as Ray Depth but only when baking specular light. - *Transparent Depth*: Not supported. Defaults to 0. - *Transmission Depth*: Not supported. Same as Glossy Depth. .. note:: Is Glossy does not work with Screen Space Reflections/Refractions but does work with reflection planes (whether used with SSR or not). Object Info Everything is compatible. Particle Info Not supported. Tangent Everything is compatible. Texture Coordinate *From Instancer* is not supported. UV Map *From Instancer* is not supported. Wireframe Pixel size option does not give exactly the same output as Cycles. The width can be a bit different. Other Nodes ----------- Light Falloff Not supported. Bump Imprecision due to less precise derivatives. Displacement/Vector Displacement Not supported. :abbr:`IES (Illuminating Engineering Society)` Texture Not supported. Sky Texture Not supported. Image Texture Smart Interpolation always uses Cubic interpolation. Artifact present using Tube or Sphere projection with linear interpolation. This is due to hardware mip-mapping and Anisotropic filtering. This kind of artifact will be also visible if the texture coordinates provided are not continuous. Using Box projection with *Extend type* set to Clip or Extend is not supported. Instead, it will always use Repeat. Material Output Displacement output behavior is broken compared to Cycles. Wavelength Not supported.