Shader nodes extend significantly the potential of Blender’s standard materials by means of presenting shading as a batch of basic transformations. Cycles nodes are only partially supported: in most cases they will not work in Blend4Web the same way they do in Blender. They also might not work at all or even cause material in which they are used to work incorrectly. However, using Cycles nodes will not cause instabilities in the application workflow. The node replaces the inputs depending on the working environment (i.e. Blender viewport or Blend4Web). When working in Blender the Color1 input is connected to the Color output and the Color2 input is ignored. On the contrary when working in the engine the inputs are interchanged (the Color1 one is ignored and the Color2 one is connected to the output). The node is intended to display one node structure in the viewport and another – in the engine. As a rule it is used for normal mapping. Blender’s node materials do not support a tangent space of coordinates. Therefore, the only possible method to display normal maps in the viewport correctly is their usage inside the Material nodes. The node limits the output value. As a result all the output vector components take values from 0 to 1 inclusive. Provides the timeline counting from the engine start (in seconds). Can be used for animating any parameters in node materials, such as UV coordinates, mixing factors, transparency etc. The node transforms a vector into the camera’s space of coordinates. Transformation is necessary because the engine defines most vectors in the world space of coordinates. If normal vector is being transformed by this node it should be used only for effects and not for connecting to the output of the Material or Extended Material nodes. The node implements a translucency effect (with respect to light sources only) for thin objects such as cloth, leaves, paper etc. The effect consists of two parts: 1) brightening of the object side which is opposite to the light source and 2) appearance of a light spot right in the light source place. Applies refraction effect to an object. This effect works only in the Blend4Web engine and not in the Blender’s viewport. Sets up the output color based on the current image quality settings. Can be used to, for example, replace complex material with more simple one if the application is running on a mobile device. Applies the Glow effect to the node material. Besides the B4W_GLOW_OUTPUT node, the node material should have the Output node. Calculates the reflection direction for an incident vector and a normal vector. Can be used to apply a cubemap to an object. Converts colors from linear space to sRGB or vice versa. This function has been declared deprecated since the version 15.04. In the newer versions, the native Gamma node with the value of 2.200 should be used to convert color from sRGB to linear space, and the same node with the value of 0.455 to convert color from linear space to sRGB. Source.