Ausgänge
The shading normal, with bump mapping.
The shading normal, without bump mapping.
The geometric normal.
The tangent as read from the UV Set / Tangent Space channel, if available.
The bitangent as read from the UV Set / Tangent Space channel, if available.
The uvw coordinate as read from the UV Set / Texture Space channel, if available.
The origin of the ray that has intersected this surface.
The direction of the ray that has intersected this surface. This vector has been normalized.
The position of the ray intersection on this surface. Helpful for positioning effects within the scene.
The length of the ray that has intersected this surface. Helpful for distance based outputs, like scene depth.
Ray Bounce Level
Outputs the number of ray bounces for the specified ray type. This can be used to control how each shading bounce looks.