[ChannelMixer(In,Out), Contrast(In,Contrast,Out), Hue(In,Offset,Out), InvertColors(In,Out), ReplaceColor(In,From,To,Range,Fuzziness,Out), Saturation(In,Saturation,Out), WhiteBalance(In,Temperature,Tint,Out), Blend(Base,Blend,Opacity,Out), Dither(In,Screen Position,Out), ChannelMask(In,Out), ColorMask(In,Mask Color,Range,Fuzziness,Out), NormalBlend(A,B,Out), NormalFromHeight(In,Out), NormalFromTexture(Texture,UV,Sampler,Offset,Strength,Out), NormalReconstructZ(In,Out), NormalStrength(In,Strength,Out), NormalUnpack(In,Out), ColorspaceConversion(In,Out), Combine(R,G,B,A,RGBA,RGB,RG), Flip(In,Out), Split(In,R,G,B,A), Swizzle(In,Out), Boolean(Out), Color(Out), Integer(Out), Slider(Out), Time(Time,Sine Time,Cosine Time,Delta Time,Smooth Delta), Vector1(X,Out), Vector2(X,Y,Out), Vector3(X,Y,Z,Out), Vector4(X,Y,Z,W,Out), BitangentVector(Out), NormalVector(Out), Position(Out), ScreenPosition(Out), TangentVector(Out), UV(Out), VertexColor(Out), ViewDirection(Out), Gradient(Out), SampleGradient(Gradient,Time,Out), Matrix2x2(Out), Matrix3x3(Out), Matrix4x4(Out), TransformationMatrix(Out), DielectricSpecular(Out), MetalReflectance(Out), Ambient(Color/Sky,Equator,Ground), Camera(Position,Direction,Orthographic,Near Plane,Far Plane,Z Buffer Sign,Width,Height), Fog(Position,Color,Density), Object(Position,Scale), ReflectionProbe(View Dir,Normal,LOD,Out), SceneColor(UV,Out), SceneDepth(UV,Out), Screen(Width,Height), CubemapAsset(Out), SampleCubemap(Cube,View Dir,Normal,Sampler,LOD,Out), SampleTexture2D(Texture,UV,Sampler,RGBA,R,G,B,A), SampleTexture2DArray(Texture Array,Index,UV,Sampler,RGBA,R,G,B,A), SampleTexture2DLOD(Texture,UV,Sampler,LOD,RGBA,R,G,B,A), SampleTexture3D(Texture,UV,Sampler,RGBA), SamplerState(Out), TexelSize(Texture,Width,Height), Texture2DArrayAsset(Out), Texture2DAsset(Out), Texture3DAsset(Out), Absolute(In,Out), Exponential(In,Out), Length(In,Out), Log(In,Out), Modulo(A,B,Out), Negate(In,Out), Normalize(In,Out), Posterize(In,Steps,Out), Reciprocal(In,Out), ReciprocalSquareRoot(In,Out), Add(A,B,Out), Divide(A,B,Out), Multiply(A,B,Out), Power(A,B,Out), SquareRoot(In,Out), Subtract(A,B,Out), DDX(In,Out), DDXY(In,Out), DDY(In,Out), InverseLerp(A,B,T,Out), Lerp(A,B,T,Out), Smoothstep(Edge1,Edge2,In,Out), MatrixConstruction(M0,M1,M2,M3,4x4,3x3,2x2), MatrixDeterminant(In,Out), MatrixSplit(In,M0,M1,M2,M3), MatrixTranspose(In,Out), Clamp(In,Min,Max,Out), Fraction(In,Out), Maximum(A,B,Out), Minimum(A,B,Out), OneMinus(In,Out), RandomRange(Seed,Min,Max,Out), Remap(In,In vec2(Min,Max),Out vec2(Min,Max),Out), Saturate(In,Out), Ceiling(In,Out), Floor(In,Out), Round(In,Out), Sign(In,Out), Step(Edge,In,Out), Truncate(In,Out), Arccosine(In,Out), Arcsine(In,Out), Arctangent(In,Out), Arctangent2(A,B,Out), Cosine(In,Out), DegreesToRadians(In,Out), HyperbolicCosine(In,Out), HyperbolicSine(In,Out), HyperbolicTangent(In,Out), RadiansToDegrees(In,Out), Sine(In,Out), Tangent(In,Out), CrossProduct(A,B,Out), Distance(A,B,Out), DotProduct(A,B,Out), FresnelEffect(Normal,View Dir,Power,Out), Projection(A,B,Out), Reflection(In,Normal,Out), Rejection(A,B,Out), RotateAboutAxis(In,Axis,Rotation,Out), SphereMask(Coords,Center,Radius,Hardness,Out), Transform(In,Out), NoiseSineWave(In,vec2(Min Max),Out), SawtoothWave(In,Out), SquareWave(In,Out), GradientNoise(UV,Scale,Out), SimpleNoise(UV,Scale,Out), Voronoi(UV,Angle Offset,Cell Density,Out,Cells), Ellipse(UV,Width,Height,Out), Polygon(UV,Sides,Width,Height,Out), Rectangle(UV,Width,Height,Out), RoundedRectangle(UV,Width,Height,Radius,Out), Checkerboard(UV,Color A,Color B,Frequency,Out), All(In,Out), And(A,B,Out), Any(In,Out), Branch(Predicate,True,False,Out), Comparison(A,B,Out), IsInfinite(In,Out), Nand(A,B,Out), Not(In,Out), Or(A,B,Out), Flipbook(UV,Width,Height,Tile,Out), PolarCoordinates(UV,Center,Radial Scale,Length Scale,Out), RadialShear(UV,Center,Strength,Offset,Out), Rotate(UV,Center,Rotation,Out), Spherize(UV,Center,Strength,Offset,Out), TilingAndOffset(UV,Tiling,Offset,Out), Triplanar(Texture,Sampler,Position,Normal,Tile,Blend,Out)]