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.
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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 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.
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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 SSRs and Probes.
- Glass / Refraction BSDF
Does not refract lights. Does not support Beckmann distribution. See Refraction limitations.
- Glossy 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 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 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
See 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 Volume Limitation.
- Principled Volume
Same as Volume Scatter. See Volume Limitation.
- Holdout
Partially supported, using Blend Modes other than Alpha may give incorrect results.
- Anisotropic BSDF
Not supported.
- Toon BSDF
Not supported.
- Hair BSDF
Not supported.
- Velvet BSDF
Not supported.
- Principled Hair BSDF
Not supported.
Input Nodes
- Ambient Occlusion
The sample count is not used.
- Camera Data
EveHair Inforything is compatible.
- Geometry
Pointiness is not supported.
- Random per Island
Random per Island is not supported.
- Attribute
Defaults to active UV layer. Only “density”, “color”, “flame” and “temperature” built-in Geometry attributes are supported. UVs and Color Attributes are supported. Only up to 8 Object or Instancer attributes per material (both types share the same limit), and 512 View Layer attributes per scene are supported.
- Bevel
Not supported.
- Fresnel
Everything is compatible.
- Curves 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 only supported in particular cases. This node makes it possible to tweak indirect lighting in the shader.
Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning. In order for the Is Camera, Is Shadow, Is Diffuse, and Is Glossy outputs to work, the object must be inside an Irradiance Volume and Indirect Lighting must be baked.
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.
참고
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.
Texture Nodes
Most texture nodes are supported except for the exceptions listed below:
- 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.
- Point Density
Not supported.
- Sky Texture
In Nishita mode, the Sun Disc property is not supported.
Other Nodes
- Light Falloff
Not supported.
- Bump
Imprecision due to less precise derivatives.
- Displacement/Vector Displacement
Not supported.
- Material Output
Displacement output behavior is broken compared to Cycles.