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ProcGen Graph Vertex Color Output

The Vertex Color Output node defines what procedurally computed color values get written per vertex onto a mesh. It is the counterpart to the Placement Output node, but instead of spawning objects it drives vertex colors on an existing mesh.

A ProcGen graph can contain multiple vertex color output nodes. Each one represents an independent RGBA layer of vertex color data. They are consumed by the Procedural Vertex Color Component, which applies them to a mesh at runtime.

How It Works

When a Procedural Vertex Color Component evaluates the ProcGen graph, it iterates over every vertex of the attached mesh. For each vertex it feeds the following data into the graph as inputs:

The vertex color output node collects the R, G, B and A values produced by the graph for that vertex and writes them into a GPU buffer. The mesh's material shader can then read this buffer to drive blending, masking, or any other per-vertex effect.

The result is computed once and cached. It is recomputed automatically whenever the mesh, the ProcGen graph asset, or any procedural volume in the affected area changes.

Node Properties

  • Name: A unique name for this output within the graph. This name must match the Name field in the corresponding entry of the Procedural Vertex Color Component's OutputDescs list. This is how the component knows which graph output maps to which channel slot.
  • Active: If disabled, this output node is skipped entirely and no data is computed for it.

Input Pins

  • R: The red channel of the output color. Expects a value in [0;1] range.
  • G: The green channel of the output color. Expects a value in [0;1] range.
  • B: The blue channel of the output color. Expects a value in [0;1] range.
  • A: The alpha channel of the output color. Expects a value in [0;1] range.

Connect these pins to any combination of input nodes and math nodes. Unconnected pins default to 0 (black) for R, G, B and 1 (white) for A.

See Also