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[Port] [6000.0] Web accessibility fixes in Shader Graph documentation
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Packages/com.unity.shadergraph/Documentation~/Blackboard.md

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## Description
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You can use the Blackboard to define, order, and categorize the [Properties](Property-Types.md) and [Keywords](Keywords.md) in a graph. From the Blackboard, you can also edit the path for the selected Shader Graph Asset or Sub Graph.
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![image](images/blackboardcategories1.png)
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![The blackboard layout with properties, keywords, and categories.](images/blackboardcategories1.png)
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## Accessing the Blackboard
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The Blackboard is visible by default, and you cannot drag it off the graph and lose it. However, you are able to position it anywhere in the [Shader Graph Window](Shader-Graph-Window.md). It always maintains the same distance from the nearest corner, even if you resize the window.
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### Adding, removing, and reordering properties and keywords
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* To add a property or keyword to a category, expand the category with the foldout (⌄) symbol, then drag and drop the property or keyword onto the expanded category.
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![image](images/blackboardcategories2.png)
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* To remove a property or keyword, select it and press **Delete**, or right-click and select **Delete**.
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* To re-order properties or keywords, drag and drop them within a category or move them into other categories.
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### Using categories in the Material Inspector
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To modify a material you have created with a Shader Graph, you can adjust specific property or keyword values in the Material Inspector, or edit the graph itself.
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![image](images/blackboardcategories3.png)
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#### Working with Streaming Virtual Textures
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[Streaming Virtual Texture Properties](https://docs.unity3d.com/Documentation/Manual/svt-use-in-shader-graph.html) sample texture layers. To access these layers in the Material Inspector, expand the relevant **Virtual Texture** section with the ⌄ symbol next to its name. You can add and remove layers via the Inspector.
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Packages/com.unity.shadergraph/Documentation~/Block-Node.md

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Active Block nodes are Blocks that contribute to the final shader. Inactive Block nodes are Blocks that are present in the Shader Graph, but don't contribute to the final shader.
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![image](images/Active-Inactive-Blocks.png)
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When you change the graph settings, certain Blocks might become active or inactive. Inactive Block nodes and any node streams that are connected only to Inactive Block nodes appear grayed out.

Packages/com.unity.shadergraph/Documentation~/Boolean-Node.md

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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| Out | Output | Boolean | None | Output value |
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| Name | Direction | Type | Binding | Description |
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|:--- |:---|:---|:---|:---|
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| Out | Output | Boolean | None | Output value |
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## Controls
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| Name | Type | Options | Description |
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|:------------ |:-------------|:-----|:---|
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| | Toggle | | Defines the output value. |
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| Control | Description |
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|:---|:---|
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| (Checkbox) | Defines the output value. |
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## Generated Code Example
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Packages/com.unity.shadergraph/Documentation~/Channel-Mixer-Node.md

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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| In | Input | Vector 3 | None | Input value |
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| Out | Output | Vector 3 | None | Output value |
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| Name | Direction | Type | Binding | Description |
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|:---|:---|:---|:---|:---|
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| In | Input | Vector 3 | None | Input value |
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| Out | Output | Vector 3 | None | Output value |
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## Controls
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| Name | Type | Options | Description |
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|:------------ |:-------------|:-----|:---|
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| | Toggle Button Array | R, G, B | Selects the output channel to edit. |
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| R | Slider | | Controls contribution of input red channel to selected output channel. |
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| G | Slider | | Controls contribution of input green channel to selected output channel. |
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| B | Slider | | Controls contribution of input blue channel to selected output channel. |
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| Control | Description |
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|:---|:---|
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| **R**, **G**, **B** (toggle buttons) | Selects the output channel to edit with the sliders. |
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| **R** (slider) | Controls the contribution of the input red channel to the selected output channel. |
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| **G** (slider) | Controls the contribution of the input green channel to the selected output channel. |
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| **B** (slider) | Controls the contribution of the input blue channel to the selected output channel. |
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## Shader Function
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Packages/com.unity.shadergraph/Documentation~/Color-Node.md

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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| Out | Output | Vector 4 | None | Output value |
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| Name | Direction | Type | Binding | Description |
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|:--- |:---|:---|:---|:---|
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| Out | Output | Vector 4 | None | Output value |
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## Controls
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| Name | Type | Options | Description |
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|:------------ |:-------------|:-----|:---|
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| | Color | | Defines the output value. |
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| Mode | Dropdown | Default, HDR | Sets properties of the Color field |
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| Control | Description |
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|:---|:---|
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| (Color) | Defines the output value. |
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| **Mode** | Sets properties of the Color field. The options are:<ul><li>**Default**</li><li>**HDR**</li></ul> |
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## Generated Code Example
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Packages/com.unity.shadergraph/Documentation~/Comparison-Node.md

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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| A | Input | Float | None | First input value |
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| B | Input | Float | None | Second input value |
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| Out | Output | Boolean | None | Output value |
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| Name | Direction | Type | Binding | Description |
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|:--- |:---|:---|:---|:---|
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| A | Input | Float | None | First input value |
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| B | Input | Float | None | Second input value |
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| Out | Output | Boolean | None | Output value |
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## Controls
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| Name | Type | Options | Description |
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|:------------ |:-------------|:-----|:---|
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| | Dropdown | Equal, NotEqual, Less, LessOrEqual, Greater, GreaterOrEqual | Condition for comparison |
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| Control | Description |
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|:---|:---|
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| (Dropdown) | Select the condition for comparison between A and B. The options are:<ul><li>**Equal**</li><li>**NotEqual**</li><li>**Less**</li><li>**LessOrEqual**</li><li>**Greater**</li><li>**GreaterOrEqual**</li></ul> |
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## Generated Code Example
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Packages/com.unity.shadergraph/Documentation~/Cubemap-Asset-Node.md

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## Ports
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| Name | Direction | Type | Binding | Description |
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| Out | Output | Cubemap | None | Output value |
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| Name | Direction | Type | Binding | Description |
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|:--- |:---|:---|:---|:---|
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| Out | Output | Cubemap | None | Output value |
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## Controls
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| Name | Type | Options | Description |
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|:------------ |:-------------|:-----|:---|
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| | Object Field (Cubemap) | | Defines the cubemap asset from the project. |
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| Control | Description |
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|:--- |:---|
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| (Cubemap)| Defines the cubemap asset from the project. |

Packages/com.unity.shadergraph/Documentation~/Dielectric-Specular-Node.md

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## Ports
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| Name | Direction | Type | Binding | Description |
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| Out | Output | Float | None | Output value |
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| Name | Direction | Type | Binding | Description |
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|:--- |:---|:---|:---|:---|
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| Out | Output | Float | None | Output value |
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|:------------ |:-------------|:-----|:---|
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| Material | Dropdown | Common, RustedMetal, Water, Ice, Glass, Custom | Selects the material value to output. |
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| Range | Slider | | Controls output value for **Common** material type. |
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| IOR | Slider | | Controls index of refraction for **Custom** material type. |
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| Control | Description |
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|:---|:---|
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| **Material** | Selects the material value to output. The options are:<ul><li>**Common**</li><li>**RustedMetal**</li><li>**Water**</li><li>**Ice**</li><li>**Glass**</li><li>**Custom**</li></ul> |
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| **Range** | Controls the output value for a **Common** material type. |
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| **IOR** | Controls the index of refraction for a **Custom** material type. |
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## Generated Code Example
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Packages/com.unity.shadergraph/Documentation~/Fresnel-Equation-Node.md

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## Controls
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| Name | Type | Options | Description |
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| Mode | Dropdown | &#8226; **Schlick**: This mode produces an approximation based on [Schlick's Approximation](https://en.wikipedia.org/wiki/Schlick%27s_approximation). Use the Schlick mode for interactions between air and dielectric materials. <br/>&#8226; **Dielectric**: Use this mode for interactions between two dielectric Materials. For example, air to glass, glass to water, or water to air.<br/>&#8226; **DielectricGeneric**: This mode computes a [Fresnel equation](https://seblagarde.wordpress.com/2013/04/29/memo-on-fresnel-equations) for interactions between a dielectric and a metal. For example, clear-coat- to metal, glass to metal, or water to metal. <br/>**Note:** if the **IORMediumK** value is 0, **DielectricGeneric** behaves in the same way as the **Dielectric** mode. ||
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| Control | Description |
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|:---|:---|
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| **Mode** | Select an equation mode to affect Material interactions to the Fresnel Component. The options are:<ul><li>**Schlick**: This mode produces an approximation based on [Schlick's Approximation](https://en.wikipedia.org/wiki/Schlick%27s_approximation). Use the Schlick mode for interactions between air and dielectric materials.</li><li>**Dielectric**: Use this mode for interactions between two dielectric Materials. For example, air to glass, glass to water, or water to air.</li><li>**DielectricGeneric**: This mode computes a [Fresnel equation](https://seblagarde.wordpress.com/2013/04/29/memo-on-fresnel-equations) for interactions between a dielectric and a metal. For example, clear-coat- to metal, glass to metal, or water to metal.</li></ul>**Note:** if the **IORMediumK** value is 0, **DielectricGeneric** behaves in the same way as the **Dielectric** mode. |
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## Generated Code Example
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Packages/com.unity.shadergraph/Documentation~/Gradient-Node.md

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## Ports
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| Name | Direction | Type | Description |
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| Out | Output | Gradient | Output value |
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| Name | Direction | Type | Description |
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|:--- |:---|:---|:---|
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| Out | Output | Gradient | Output value |
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| Name | Type | Options | Description |
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| | Gradient Field | | Defines the gradient. |
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| Control | Description |
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|:---|:---|
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| (Gradient Field) | Defines the gradient. |
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## Generated Code Example
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