节点支持

大多数节点都来自Cycles。 但是,某些功能缺失,将来可能(也可能不会)在Eevee中实现。

See also

Shader Nodes.

Eevee只有节点

当Eevee是激活的渲染引擎时,这些节点才可用。 这些节点在Cycles中不起作用。

Shader --> 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.

高光BSDF

This node implements the specular workflow found in other render engines.

其他节点支持

如果此处未列出某些内容,则表示支持。

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.

See also

Material.

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

漫反射 BSDF
不支持粗糙度。 仅支持Lambertian 扩散。
自发光
Treated as indirect lighting and will only show up in SSRs and Probes.
玻璃/折射BSDF
Does not refract lights. Does not support Beckmann and GGX Multiscatter distribution. See limitation of Refraction.
光泽度BSDF
不支持Beckmann、Ashikhmin-Shirley和GGX多散点分布。
次表面散射
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.
透明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.
半透明BSDF
不扩散物体内部的光。它只用反向法线照亮物体。
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.
体积吸收
See Volume Limitation.
体积散射
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 体积
Same as Volume Scatter. Also see Volume Limitation.
Holdout
不支持。
各向异性BSDF
不支持。
卡通BSDF
不支持。
毛发BSDF
不支持。
天鹅绒BSDF
不支持。
Principled 毛发BSDF
不支持。
Add Shader
Using an Add Shader node with a Transparent BSDF node will not result in an additive blending behavior.

输入节点

AO(环境光遮蔽)
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.
摄像机数据
一切都是兼容的。
集合体
不支持Pointiness。
属性
默认为激活UV图层。 仅支持“density密度”,“color颜色”,“flame火焰”和“temperature温度”内置属性。 支持UV和顶点颜色图层。
倒角
不支持。
菲涅尔
一切都是兼容的。
毛发信息
随机输出使用不同的 RNG 算法。 值的范围和统计分布应该相同,但是值是不同的。
层权重
一切都是兼容的。
灯光路径

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.

只支持输出的一个子集,射线深度的含义并不完全相同:

  • Is Camera: 支持。
  • Is Shadow: 支持。
  • Is Diffuse: 支持。
  • Is Glossy: 支持。
  • Is Singular: 不支持。 与光泽度相同。
  • Is Reflection: 不支持。 与光泽度相同。
  • Is Transmission: 不支持。 与光泽度相同。
  • Ray Length: 不支持,默认1.0。
  • Ray Depth: Indicates the current bounce when baking the light cache.
  • Diffuse Depth: 与Ray Depth相同,但仅在烘焙漫反射光照时。
  • Glossy Depth: 与Ray Depth相同,但仅在烘焙镜面光照时。
  • Transparent Depth: 不支持,默认0.
  • Transmission Depth: 不支持. 与Glossy Depth(光泽深度)相同.

Note

Is Glossy does not work with Screen Space Reflections/Refractions but does work with reflection planes (whether used with SSR or not).

物体信息
一切都是兼容的。
粒子信息
不支持。
切线
一切都是兼容的。
纹理坐标
从Dupli不受支持。
UV 贴图
从Dupli不受支持。
线框
像素大小选项不会提供与Cycles完全相同的输出。 宽度可能有点不同。

其他节点

灯光衰减
不支持。
凹凸
由于衍生物不太精确而导致不精确。
置换/矢量置换
不支持。
IES 纹理
不支持。
天空纹理
不支持。
图像纹理
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.
材质输出
与Cycles相比,置换输出行为被破坏。
Wavelength
不支持。