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Spectral Material Nodes

Spectral's material nodes let a graph read probe lighting, adjust bake-only subsurface color, opt out of GTAO, or process scene color separately from fog. They serve different purposes; you do not need to add all of them to a material.

Node reference​

NodePurposeWhere to use it
Spectral SamplerRead RGB probe lighting at the current pixel.Surface materials that need explicit probe sampling, such as a custom Unlit material.
Spectral Subsurface BoostAdjust subsurface color for baking while preserving its runtime value.Supported two-sided foliage or subsurface surface materials.
GTAO DisableStop Spectral GTAO from darkening this material.A surface material that should opt out of the effect.
Spectral Remove FogRemove the fog contribution from supplied scene color before custom processing.A Post Process material at Scene Color Before DOF.
Spectral Reapply FogRestore fog after processing the underlying scene.The matching Post Process graph, after Remove Fog and your operation.

Relevant engine nodes explains LightmassReplace, material parameters, supporting math nodes, and SceneTexture: PostProcessInput0, with examples of how to use them alongside Spectral.

Adding a node​

Open a material in the Material Editor, right-click an empty part of the graph, and search for the exact node name. Current nodes are grouped under Spectral. GTAO Disable is its displayed name, without a Spectral prefix.

Select the node to view any properties in Details. A pin is a graph connection; a property is edited on the selected node. Each page identifies both, including nodes with no adjustable properties.

Apply and save the material after editing. A material recompile updates runtime graph behavior, but it does not rebuild saved lighting. The Subsurface Boost node specifically needs a rebake when its bake-side value changes.

Ordinary lit materialsInfo

Spectral's normal lighting integration does not require a Spectral Sampler node in every material. Start with the ordinary lit path. Adding sampled lighting to a surface that already receives it can count that lighting twice.

Before testing a graph​

Enable the required shader hooks, let materials finish compiling, and use a level with the relevant feature enabled. Probe sampling needs valid baked coverage; GTAO exclusion needs GTAO enabled to show a difference; fog composition needs the supported fog integration and correct post-process stage.

Check platform support too. Adding a material node does not bypass a feature's rendering restrictions.