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.


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 Shader to RGB node.

Specular (スペキュラー) BSDF

This 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.



Although most BSDFs are supported, many of them are approximations and are not feature complete.

Diffuse (ディフューズ) BSDF

Roughness is not supported. Only Lambertian diffusion is supported.

Emission (放射)

Treated as indirect lighting and will only show up in SSRs and Probes.

Glass / Refraction BSDF

Does not refract lights. Does not support Beckmann distribution. See Refraction limitations.

Glossy (光沢) BSDF

Does not support Beckmann and Ashikhmin-Shirley distributions.

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. Texture Blur is not accurate for any value other than 0.0 and 1.0.

Transparent (透過) BSDF

Transparency will only have an effect if the Material blend mode is not Opaque. Colored and additive transparency are only compatible with "Alpha Blend" mode.

Translucent (半透明) BSDF

Does not diffuse the light inside the object. It only lights the object with reversed normals.

Principled BSDF

Cumulative 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 (ボリュームの吸収)

See Volume Limitation.

Volume Scatter (ボリュームの散乱)

The anisotropy parameter will be mixed and averaged for all overlapping volumetric objects, which is not physically correct and differs from Cycles. Also see Volume Limitation.

Principled Volume (プリンシプル ボリューム)

Same as Volume Scatter. See Volume Limitation.

Holdout (ホールドアウト)

Partially supported, using Blend Modes other than Alpha may give incorrect results.

Anisotropic (異方性) BSDF

Not supported.

Toon (トーン) BSDF

Not supported.

Hair (ヘアー) BSDF

Not supported.

Velvet (ベルベット) BSDF

Not supported.

Principled Hair (プリンシプル ヘアー) BSDF

Not supported.

Input (入力) ノード

Ambient Occlusion (アンビエントオクルージョン)

The sample count is not used.

Camera Data

Everything is compatible.


Pointiness is not supported.

Random per Island

Random per Island is not supported.


Defaults to active UV layer. Only "density", "color", "flame" and "temperature" built-in attributes are supported. UVs and Vertex Color layers are supported.


Not supported.

Fresnel (フレネル重み値)

Everything is compatible.

Hair Info

The Random output uses a different RNG 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.


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.


Everything is compatible.

Texture Coordinate

From Instancer is not supported.

UV Map (UVマップ)

From Instancer is not supported.


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.


Imprecision due to less precise derivatives.

Displacement/Vector Displacement

Not supported.

IES 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.

Point Density

Not supported.