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docs/designers/shader-designer-nodes.md

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The articles in this section of the documentation contain information about the various Shader Designer nodes that you can use to create graphics effects.
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## Nodes and node types
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The Shader Designer represents visual effects as a graph. These graphs are built from nodes that are specifically chosen and connected in precise ways to achieve the intended affect. Each node represents either a piece of information or a mathematical function, and the connections between them represent how the information flows through the graph to produce the result. The Shader Designer provides six different node types—filters, texture nodes, parameters, constants, utility nodes, and math nodes—and several individual nodes belong to each type. These nodes and node types are described in the other articles in this section. For more information, see the links at the end of this document.
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The Shader Designer represents visual effects as a graph. These graphs are built from nodes that are specifically chosen and connected in precise ways to achieve the intended effect. Each node represents either a piece of information or a mathematical function, and the connections between them represent how the information flows through the graph to produce the result. The Shader Designer provides six different node types—filters, texture nodes, parameters, constants, utility nodes, and math nodes—and several individual nodes belong to each type. These nodes and node types are described in the other articles in this section. For more information, see the links at the end of this document.
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## Node structure
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All nodes are made up of a combination of common elements. Every node has at least one output terminal on its right-hand side (except the final color node, which represents the output of the shader). Nodes that represent calculations or texture samplers have input terminals on their left-hand sides, but nodes that represent information have no input terminals. Output terminals are connected to input terminals to move information from one node to another.
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|[Texture nodes](../designers/texture-nodes.md)|Describes the nodes that you can use to sample various texture types and geometries, and to produce or transform texture coordinates in common ways.|
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|[Math nodes](../designers/math-nodes.md)|Describes the nodes that you can use to perform algebraic, logic, trigonometric, and other mathematical operations that map directly to HLSL instructions.|
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|[Utility nodes](../designers/utility-nodes.md)|Describes the nodes that you can use to perform common lighting calculations and other common operations that do not map directly to HLSL instructions.|
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|[Filter nodes](../designers/filter-nodes.md)|Describes the nodes that you can use to perform texture filtering and color filtering.|
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|[Filter nodes](../designers/filter-nodes.md)|Describes the nodes that you can use to perform texture filtering and color filtering.|

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