Calculates a derivative within the visual shader graph.
This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders.
- A derivative function type. See [enum Function] for options.
- A type of operands and returned value. See [enum OpType] for options.
- Sets the level of precision to use for the derivative function. See [enum Precision] for options. When using the GL Compatibility renderer, this setting has no effect.
A floating-point scalar.
A 2D vector type.
A 3D vector type.
A 4D vector type.
Represents the size of the [enum OpType] enum.
Sum of absolute derivative in [code]x[/code] and [code]y[/code].
Derivative in [code]x[/code] using local differencing.
Derivative in [code]y[/code] using local differencing.
Represents the size of the [enum Function] enum.
No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders.
The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using [constant PRECISION_FINE], but may not be suitable when more precision is needed. This is equivalent to using [code]dFdxCoarse()[/code] or [code]dFdyCoarse()[/code] in text shaders.
The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using [constant PRECISION_COARSE], but may be necessary when more precision is needed. This is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in text shaders.
Represents the size of the [enum Precision] enum.