Unity shader graph tiling not working. Really it is a bit more nuanced than that.

Something like: Code (csharp): float4 col = 0. Currently i'm using Tiling and Offset with Fraction into a rectangle node to get my points, but it is too uniform. I am using an experimental Jan 11, 2022 · 1) Remove the code as shown in the provided images from the manifest and packages-lock json files located in your project/Packages folder and save both. An object that's not aligned to the texture's repetition grid can show the texture cropped incorrectly (eg. Bug Shader Graph null ref in HDRP when setting Material Type, causes graph to crash THIS IS FIXED IN 2023. Anyone know what to do here? Oct 8, 2009 · This is my PBR shader graph. To install Shader Graph, either create or update a Project to version 2018. Jun 17, 2019 · I'm trying to replicate this in Unity 2021. 8f1, and hdrp my shader graph is unlit shader, and another setting is none that is only using visual effect graph. void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out) {. More info See in Glossary Graph gives instant feedback that reflects your changes, and it’s simple enough for users who are new to shader creation. 4f1 using built-in render. 11f1 with URP and Shader Graph 12. Create a Custom Node Function that maps the UVs to hte correct index of the Texture2D array and updated UV you want. This partially works. I searched a lot on it, even trying to play with the procedural Jun 2, 2022 · Building off of last week's video, I show you how to use our Hex Grid tiling technique (infinite tiling, no repetition) with Normal maps in Unreal and Unity. #2. 1. Essentially almost like a manual stochastic shader. Unfortunately, like many things Unity releases, they immediately abandoned it and it no longer works with the latest version of Shader Graph. My mistake was in setting global shader params only in OnValidate(). My sprite width is set to 4 (for a 1024 x 1024 texture). I'm doing link with shader graph and visual effect graph. This usually requires an iterative loop to trace through the volume. I don't know how many Follow the steps below to apply the shader you created to a Canvas UI element. Mar 31, 2020 · Hi, I upgraded to Unity 2019 HDRp and Im trying to figure out how to make a shader using instance properties so that I can change the uv cords at runtime based on a selection int he game and maintain instancing still. Oct 7, 2020 · When I transition from my main menu scene to the game scene, time based shaders will work correctly - when I come back to the main scene, it will reproduce again (obviously it's something specifically there) Running on Unity 2019. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. Jun 17, 2019 · OpenGLES2 has no post processing, so something to check is your graphics APIs in build settings - make sure either you're not supporting it at all (i. unity. Aug 21, 2018 · For Shader Graph makes things harder in part because the Triplanar node assumes the normals it calculates are always in world space, which if the inputs are not the world space position and normal isn't true. I've tried your Shader Graph with and without the Vertex Color, Split and Lerp nodes (without involves just plugging in the output of the Blend node straight into Base Color). First of all, this problem is that the main preview may not be displayed correctly in the shader graph editor, as shown in image 1. SetColor (cell, Color. 3) Delete the shader graph package folder. Add a Texture2D property, and make sure the reference is “_MainTex”. Ensure that your scene has a Canvas element. But When I try to do the exact same thing with shader graph by multiplying the texture 2D color with it's alpha, I get the sprite displayed with a black Have the Shader Graph package installed in the Package Manager. Feature Request Setting stencils in shader graph Referring from this post, apparently we're supposed to ask here to get the stencil buffer settings exposed to Shader graph. The first option will work on all platforms, the later may not work on some mobile devices. I was following a tutorial on how to create a Triplanar Shadergraph that I want to apply to some procedurally generated meshes since manually assigning the uv resulted in stretched textures on some faces. Jun 10, 2020 · This is what's being used by default on a mobile device, whilst in the editor the UniversalRP-HighQuality pipeline is active, where you probably have the Depth Texture option enabled. 1 and intensity try 50 then reduce accordingly. Also, “Set the Surface Type dropdown on the Material Options panel of the Master Node to Transparent to receive the correct values from this node. Was having this issue but read that in 2021. Sep 14, 2018 · Not the shader, the shader's easy. I've been working on some shader graph node libraries in the past week or so. After about a 30 seconds the right side will start looking obviously worse, and continue to get worse looking. Hi there, I'm currently working on trying to get a point cloudish look onto my meshes, so have been playing around with the shader graph. Jan 19, 2020 · Reading your question helped me realize the solution: Make sure your camera has “Opaque Texture” set to “On” in the “Rendering” section. This won’t result in seamless repetition but in seamless, non-repeating noise. GetTransformMatrix to work out if it has been flipped, rotated, etc. 2) Locate "Shader Graph" in the Unity editor's Packages drop down list and click "Open File Location". I have attached an image how I have set it up Oct 10, 2022 · Instead of using the alpha from your color input, make a separate float called Transparency, set it to a 0-1 slider, and multiply it against the grid before the Lerp. . Alternatively it is also possible to implement a gradient Jul 3, 2012 · By default all Unity cubes have all faces with texture UVs going from 0. Apr 8, 2018 · Posts: 3. ShaderA program that runs on the GPU. Right-click your Shader Graph asset in the Project window and select Create > Material. unity3d Nov 3, 2018 · You can set the repeat mode to clamp on the import settings of your texture. I got this working with my original graph, because I wasn't using UV coordinates, but offset and tiling. 6f1 HDRP but it's not working. Posts: 3. Uhh, OK, I see. Aug 28, 2009 · 210. Jan 26, 2016 · Hi, I am writing shaders using LWRP 2019. On the tree, it's either 1 color or Jun 21, 2014 · Banksy. I also have access to the main camera position as a vector3 global variable. When it's disabled, using the depth node in any shader yields the result you're now seeing. Wonder if anyone had ideas about how to get a more random look it. Nov 24, 2021 · Set the Culling Mask to UI. Jun 28, 2018 · Hi, i wanted to try the new Shader Graph and the HD Rendering Pipeline, however the shader created with Shader Graph doesn’t work & the material is always purple. The Output Contexts in a VFX Graph define how the effect will be rendered. Video formats, due to their very nature, do not natively contain an alpha channel. I have a 16 tiles in an image that successfully counts from 1 to 16 and repeats as long as the UV is set to fill the entire space. Apr 12, 2023 · Shader Graph: Tiling and Offset. To add a new property, use the plus arrow on the Blackboard and select the property type you want. So I'm currently working with these 2 packages and it works ok in my main computer, but I use another computer and when I clone the project (via Github or Unity Collab, even copying the files manually) the shader I created (and any new one) doesn't work. And to help anyone who may be having this issue. shader-graph. The other option is to make a SamplerState node in your SG and set the Wrap mode on it to "Clamp" and plug that into your Sample Texture 2D node's "Sampler" input. As you can see, on a ProBuilder cube, made in unity, the lerping works fine. void Unity_TilingAndOffset_float( float 2 UV, float 2 Tiling, float 2 Offset, out float 2 Out) {. I've been able to do it directly in shader graph but it does not work at runtime as I couldn't find a way to retrieve the UV offset and tiling. In this tutorial you will learn how to use the Tiling and Offset node. Out = UV * Tiling + Offset; Sep 14, 2019 · Using shader graph on LWRP What I am trying to do is very simple. If it’s not it won’t work. Is there a fix for this? Unity version 2019. Color and Tilemap. I'd be very happy to get some feedback on these and would love to hear if you've used any of them for any of your projects. 5f1. Oct 15, 2023 · 57. Thanks in advance 🙂 Description. I am using the object scale multiplied by a scale value as the tiling input of a tiling and offset node. RyanTexture likes this. Apr 12, 2018 · And the shader code, to display the volume data properly inside of the 3D Volume cube. Jun 9, 2020 · Hi! I wanted to use a depth texture for water foam and water depth and while it works correctly in the editor (first screen) when I deploy it on mobile it seems to function rather oddly. Aug 31, 2020 · That’s how my shader graph looks like: And that’s editor/build comparsion: trulden September 1, 2020, 7:45am 2. But yeah, issue is really annoying and need a fix. 3) After that it will automatically open the saved shader, the preview shows a weird texture. There is indeed an issue with dev build because it's not supposed to work, there must be a shader striping issue here, i'll take a look at that. Jul 22, 2020 · To get the sprite set inside the sprite renderer you need a shader property called “_MainTex” (in the reference field, not the parameter name) To get tiling and offset support for your texture you need to create a Vector4 parameter called “_MainTex_ST”, and use those values to modify the values inside a Tiling and offset node. 11f1 with URP & Shader Graph 7. Really it is a bit more nuanced than that. 3. 0, 1. Your textures indicate that your UV maps for the frame and for the picture are different entirely. It feels like the depth is inversed, like the most forward vertices are drawn most backward. Out = UV * Tiling + Offset; Apr 12, 2023 · Shader Graph: Tiling and Offset. I hope some of you can spot the problem or give me some pointers where I can look to fix this. Hey all, I'm a beginner learning how to use ShaderGraph in URP. It works how I expect when there is only one object using the shader, but as soon Dec 8, 2018 · Option 2. 5. Create a second sprite sheet for the sprites you want this shader applied to. Last edited: Oct 13, 2022. Out = UV * Tiling + Offset; Jul 5, 2017 · If you set custom shader graph it does not happen and you must pass data you need there - currently the only source of alpha is your texture. I’m using a shader to combine to alphas of two texture2ds, one from the tilemap and the other is a hole texture. THANK YOU! I've spent a week looking for the answer to this. The version of Unity in the description is 2031. Feb 1, 2021 · How can I rotate my 2m texture every tile, and blend one tile into the next so you cant see seems etc. 1 Any help appreciated! create a second smoothstep that steps between zero and a property (between 0 and 1) which defines how blended you would like the textures to be (in my graph, that's a mulplication of the BlendSpread and the BlendStrength), based on the output of the first smoothstep. cestop42,Oct 13, 2022. Posts: 1. Oct 21, 2021 · 11. If you're using a shader that the scale and offset do work, you can see the effects of texture clamping quite easily. 38. ” (Unity Docs) I’m using the URP. Jun 27, 2013 · Please, do not make any changes to your username or email addresses at id. There will be times when you want to manipulate the UVs, tiling or offset of your textures, normals or results of a gradient. 0b5 . I’ve made shader which Mar 21, 2018 · Here's my Graph using some sub graphs to clean up stuff: PremultiplyColorByAlpha sub graph: PremultipliedAlphaBlend sub graph: If you for some reason need this for a material that's using Blend -> Alpha, then you can use a hack to get the RGB color values back to what that blend node needs. Explanation with images. Here is the graph: Here is the isolated result from the gradient (top input of add node): Here is the isolated result Jun 11, 2024 · This is my current setup in shader graph. 3) add all needed properties and connection to nodes in 2020. Jun 3, 2017 · We are migrating the Unity Forums to Unity Discussions. red); Note: you would also need the correct TileFlags for SetColor to have any effect. Something's wrong with sprite master nodes (lit and unlit). To create a new VFX Graph in your project, follow the steps in the documentation. 0 UV range there are a handful of behaviors that are can be chosen from using the Wrap Mode setting on the texture asset. 4 I've switched over to use Deferred Rendering and found that any shaders created in Shader Graph don't show up in the build. color value. 6f1. However, I didn't find any tutorial to create this effect in shader graph, and since I'm fairly new to Unity and its shader system, I have no idea how to set it up. but, shader graph only works out of scene area. But on some GPUs the right side will start out looking less like noise and more a blocky mess. Like the title says, I have a texture that I am inputting into a shader graph that isn't being tiled properly. Generates a rectangle shape based on input UV at the size specified by inputs Width and Height. For me it's working identically to Render Mode. Tiling And Offset Node Description. Jan 4, 2014 · Jan 4, 2014. this is a 3x3x1 object and all of the squares should be the same size. Sep 7, 2023 · I'm using a custom shader graph for my terrain to get smooth shading and random tiling with no repetition. 2. (Or use a sampler state in the shader graph) Jan 5, 2015 · Hey Unity people. The default option for non-sprite textures is Repeat, which Feb 21, 2019 · Posts: 70. Rotating the object won't rotate the texture, so it will tile across it diagonally. This is would give you a per-tile tint color via myTilemap. Again. So, making OnStart() also init those values fixed everything. Unity 2019. The thing is it works when I create a single mesh with the material but when there are more than 1 object, the object node starts to give exact Jun 30, 2019 · Qriva said: ↑. 5, and repeated Apr 23, 2023 · The easiest solution is probably to use the world space position instead of UVs. com during this transition time. I have installed the SRP Core, PostProcessing and HDRP packages, and created and set a HDRenderPipeline asset. I can flip the texture, but trying to then move to UV back to the right spot. 7f1, so this bug may be gone in later versions. Assuming your game is in the xy-plane, you can simply connect a position node to the UV input of the tiling and offset node. 2 or above, navigate to Window > Package Manager > All, find Shader Graph in the list and click install. could not figure this out. I'm using a tileset as a texture and would like to be able to rotate the tile I've setup. There will be times when you want to manipulate the UVs, tiling or offset of your Textures, normals or results of a gradient. Specifically, I'm looking to scroll the normal map, but accessing "_NormalMap"'s UV offset does nothing. If you are using ShaderGraph, you will need to add the vertex color as an input for your ShaderGraph. 0, and UVs aren't affected by gameObject scale, so that setting on the texture won't have any noticeable effect. only allow the game to run on devices that support bloom), and if you're specifying the order of graphics APIs (not using auto) that OpenGLES2 is the lowest one (i. Basically, whenever I try to use a shader graph inside VFX Graph, if that shader graph has a sub graph inside it, it will not work correctly. Please, do not make any changes to your username or email addresses at id. My Unity version is 2018. 4) copy graph back to 2021. 1, but it did reproduce in older versions of Unity/URP as well Oct 13, 2022 · 10. I can use the tiling values I exposed from the shader graph but it affects all the layers. Hello, I am not able to get shader graph to work correctly in 2022. Go to the base Camera and find the "Stack" option, and add the new Camera to the Stack. Pass the outputs of that into a Texture2DArray Sampler which outputs a color. 2f1. Posts: 40. I think this is not a problem with version managing and instead it's a dependency one. 2) copy graph to 2020. Out = UV * Tiling + Offset; May 28, 2019 · 27. The slider as I slide it offsets by exacty 1 tile each #, but world position I feel like it isnt being rounded because as soon as I use world position instead of a pre-set vector, it scrolls Oct 25, 2020 · 1,533. Lo-renzo, Oct 24, 2020. I've been playing around with the HD Render Pipeline, and I've been trying to figure out how to do basic UV scrolling with the default lit shader. Regarding URP and emissive materials - if your object with lit material is at a distance make sure to increase the "intensity" (slider) to 10 on the material's "emissive" value. I have followed this tutorial: After some node it stops working. like a cube or a sphere. Doing object space triplanar with working normals is a slightly more difficult problem than world space triplanar. 9f1 and I noticed that the add node is not working as expected in Shader Graph. 2) Click "Save As", select a folder and save a copy of this shader. Sep 1, 2018 · Firstly create a shader. Use the output of the second smoothstep as the input for your lerp. 6f1 URP and Shader Graph version 7. May 19, 2024 · Hi, In code, I can get the Transform Matrix of a tile easily with Tilemap. 2 to similar ones using Shader Graph. 0 are visible. StaggartCreations, Apr 21, 2022. Color property as an input to your shader (in actuality, it is Tile. Works: Doesn't: I copied that shader to another unity project, but the problem was still present. Dec 8, 2020 · We are migrating the Unity Forums to Unity Discussions. I was not getting any glow till I did that. Normally, the shading set here in the editor should be reflected in the preview object. Hello, I got a simple 2D sprite with alpha transparency, the sprite is displayed correctly (I mean with it's transparent background) if I draw it on screen with a 2d sprite component. If your materials are not animating in the Scene view, make sure you have Animated Materials checked: Tiling And Offset Node Description. shader graph is this and my project is version 2021. I can only get unlit to work correctly. Color combined. It doesn't return any errors, but it also doesn't seem to do anything (note: I'm using a Jan 8, 2016 · Jan 8, 2016. That right side is using roughly the same noise function as Unity. If it doesn't, right-click in the Hierarchy panel and select UI > Canvas. Press the plus arrow to add new properties. Any input would be greatly appreciated - have been butting my head against the wall for a solid week three days on the latest problem. This will "allow" you to make use of the Tile. Nov 29, 2012 · Joined: May 29, 2020. Instead of writing code, you create and connect nodes in a graph framework. The texture is applied to the skydome at a vertical offset of 0. 25f1. There are a bunch of other new settings as well, see attached image. Visual Effect Graph Assets are compatible with the 2D Renderer using Shader Graph in Unity 2022 LTS. But anyway - with something like my example below, you don't really have to care (well, not much anyway) downriver in the graph what's happening, you can build 100 nodes and make a very complex and fancy shader, and that pre-defined UV takes care of those flips. https://docs. I am using the object node the get the world position of the object to displace the whole mesh upwards according to the mesh's position. This is commonly used for detail maps and scrolling textures over Time. I recently came back to using unity and urp and I am kinda lost in what I am doing and why it is not transparent. 2 that they added some features to solve this. Upgraded then went into my shader graphs settings and switched "Depth Write" to "Force Enabled" and it fixed all my transparent texture issues. Hey reader, I am having a problem with an unlit shader graph I made. Transparent & Two-Sided - Now its even more broken with very weird edges. Here is the test I wrote that works. On July 12, the Unity Forums will become read-only. Oct 20, 2022 · I'm trying to create a shader that tiles a texture on an object, But I am Running into an issue. Nov 29, 2012 · From what I understand, I could use a blue noise dithering shader on my texture, to camouflage the banding. See gif: The shader lerps between 2 colors and I can set where in the model it lerps. unity-game-engine. The probblem: When I apply this shader graph/material to Unity’s skybox, it’s not mapped correctly, and I can’t figure out how to fix it. Feb 22, 2021 · It looks like this using the sprite default shader: However, I'm trying to create a custom shader using a PBR shader in shader graph. The generated shape can be offset or tiled by connecting a Tiling And Offset Node. Mar 29, 2014 · 100. Thanks in advance. Apr 22, 2024 · We are migrating the Unity Forums to Unity Discussions. (I know Unity has its own one, but that is outdated and doesnt work with latest HDRP and Raytracing) Generated Code Example. All you have to do is modify this line: return tex2D(_MainTex, equiUV); The Long story: Or: what to modify this line to. The re-mapping will just re-map two side by side textures to be next to eachother. . This works if I replace the 'random seed' with a slider between 1-6, but as soon as I replace that Vec 1 with world position, it stops working. Apr 18, 2019 · This can be done directly on the texture itself, or by using a sampler state node which you pipe into your Sample Texture node. When trying to tile with this Shader Graph, It looks good from the front but looks wrong from the side. 4) Immediately you have to change the preview mesh to another. However, it works, if I change the master node to Unlit or PBR. I set Tile count to 16 to achieve this. Im wondering how you do instance properties in shader graph now. 0 to 1. 0; for(int i =0; i < maxIter; i ++) {. This is then used as a full screen shader graph renderer feature in URP. So my question is: how can I get something like this working using directly the UV and not a custom Vector2 Dec 20, 2016 · When the page first loads, both sides should look roughly the same. Pass the property through a Sample Texture 2D node and into the Sprite Lit Master node. Dec 13, 2021 · Posts: 2. When I install it, I am able to create a lit shader without any warnings but when I assign it to an object these warnings appear and the shader breaks. OP didn't do anything wrong, Tiling and Offset node is just extra node for better readability and does literally this: Code (CSharp): Out = UV * Tiling + Offset; Additionaly your example adds UV twice, so you should omit 'add node' and connect time (Vector4) directly to the offset. You need to add property in shader graph to pass alpha and then feed with data. Hi there, I'm currently working on a project with a lot of massive structures created with Probuilder, and I'm trying to make a shader that will take seamless textures (like the one included) and allow me to avoid the tiling effect due to the scale. In this tutorial, you will learn to adjust tiling and texture to customize the Shader. In project : Create → Shader → 2D Renderer → Sprite Lit Graph (I think all graph types work). Here they are: When textures are being drawn outside of the starting 0. Feb 4, 2014 · More strange, if I make the first detail map use UV0, then it adopts the base map tiling (1x1), BUT the following shaders still use the first detail map tiling setting! There no logic in this behaviour So it just look like a limitation in some surface shaders, that freezes the first 2 declared tiling sizes here: Nov 15, 2020 · Secondly, I could not figure out how to flip the UV coordinates in shadergraph. uvw += step; float4 sample = tex3D ( _VolumeTex, uvw); Using Shader Graph. When i use the LW Render Pipeline everything works fine. I’ve tried adding a position node world to the UV of Jan 14, 2021 · 21. #4. Mar 6, 2021 · As workaround, I currently has ongoing project in 2021. Put the UI elements with all the Shaders onto a Canvas set to Screen Space - Camera, and set the Camera to the Overlay camera. The hole texture gets applied to tiles separately but this isn’t what I want. Give your material a name. Hi, I’m kind of new to shaders in Unity and I was having an issue with tile maps. 1) create whole shader graph in 2021. Shader Graph is a tool that enables you to build shaders visually. Apr 17, 2019 · 2. But when I try to apply a shader that I made, it doesn't work correctly. Jul 30, 2017 · I'm working with Unity 2021. Ensure each sprite is aligned to the bottom of the sheet. Add some padding to each sprite (Optional). if you have a border that should always sit right at the edge of a tile) Nov 21, 2020 · Hiya, I've made a simple tree in Blender and imported it as FBX to Unity. The problem is that with the layers I use to paint the terrain, I can't individually control the tiling/offset. They display fine in the editor, but in the PC standalone build the objects using that material don't render at all. e. May 20, 2021 · You can search for them in the Create Node menu like any node, or drag them from the properties list - called the Blackboard - to the main graph surface. Align each sprite in this sheet Horizontally, where there is only one line of sprites. Because it’s called only in editor, values wasn’t set it build. The easiest way to change color per tile is to not use a shader but instead use the TileData. Not only that but it also shifts in relation to the tiles whenever I move. I wrote a custom shader in teh legacy pipeline that does not work anymore. I noticed this when trying to copy shaders I wrote from Unity 2018. It's still possible to reply to existing private message conversations during the migration, but any new replies you post will be missing after the main migration is complete. Jun 11, 2015 · This really should not be the default behavior: Opaque ( correct depth) Transparent - The depth is broken as you can see, backside objects are shown front. Maybe some of you know how to do it? Nov 3, 2018 · 1) Open the shadergraph that doesn't show the preview. I've tried re-installing the universal render pipeline package to see if the problem would disappear, as the shader graph package is part of it, but after re-installing and re-opening Unity, the problem still present. Out = UV * Tiling + Offset; Dec 7, 2012 · bgolus. In a HDRP Lit Shader Graph, when changing Material Type in the Surface Options, it throws a null reference Feb 2, 2013 · Setting the Lit Shader Mode to Both doesn't affect the performance, it only increases your build time since you have to compile both deferred and forward shader variants. you still want people to Have the Shader Graph package installed in the Package Manager. Sep 9, 2018 · Select your texture in the inspector, and set the Wrap mode to "Repeat". Tiles and offsets the value of input UV by the inputs Tiling and Offset respectively. Divide the color by the alpha before outputting it. It works fine on a sprite if the mask interaction is set to none: But when I set the mask interaction to "Visible inside mask", it displays as black: Here is my shader in shadergraph: I can see that in the URP Mar 21, 2018 · Went to verify, the render pipeline and the shader graph package are on the same version. 3. Generated Code Example. If your materials are not animating in the Scene view, make sure you have Animated Materials checked: Aug 12, 2022 · What I have so far: I have a custom shader graph which blends the layers together the way I want, that works fine. However, I thought I’d post about this issue to see if anyone knows a solution or the cause of this bug. then adjust the Post Process Volume object's BLOOM Threshold to 0. The Lerp will blend between the base color (your texture) and your secondary color using the black/white values output by your grid. Mar 2, 2024 · I am using Unity 2022. ) ChuanXin, May 13, 2022. However, I'm seeing a similar effect which I thought Triplanar node was May 12, 2022 · This is applied onto the white and blue Tile. Dec 12, 2016 · 1) When I use the "tilling and offset" node, strange artifacts appear on the texture. 1f1 and temporary project in 2020. Qriva, Apr 18, 2022. 4. Unity released a Stochastic Sample example that is an improvement on texture bombing that avoids some of the issues with texture contrast and blurring by using some texture pre-processing. In short your shader has no clue about alpha from vfx graph. The next option is to generate a mask in the shader based on the UVs so that only regions inside the 0. Nov 29, 2012 · So think about all sorts of tiling, flips, rotations and so on before you proceed. Output Contexts for meshes like Output Particle Quad offer the option to add a Shader Graph. This is when the Tiling and Offset node becomes useful. 0, 0. The following example code represents one possible outcome of this node. vl ic jr el pp vv io cg mn nm