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TheLight Path node is used to find out for which kind of incoming ray the shader is being executed;particularly useful for non-physically-based tricks. More information about the meaning of each typeis in theLight Paths documentation.
This node has no inputs.
This node has no properties.
1.0 if shading is executed for a camera ray, otherwise 0.0.
1.0 if shading is executed for a shadow ray, otherwise 0.0.
1.0 if shading is executed for a diffuse ray, otherwise 0.0.
1.0 if shading is executed for a glossy ray, otherwise 0.0.
1.0 if shading is executed for a singular ray, otherwise 0.0.
1.0 if shading is executed for a reflection ray, otherwise 0.0.
1.0 if shading is executed for a transmission ray, otherwise 0.0.
1.0 if shading is executed for a volume scatter ray, otherwise 0.0.
Distance traveled by the light ray from the last bounce or camera.
Number of times the ray has been reflected or transmitted on interaction with a surface.
Note
Passing through atransparentshader does not count as a normal “bounce”.
Number of times the ray has gone through diffuse reflection or transmission.
Number of times the ray has gone through glossy reflection or transmission.
Number of times the ray has gone through a transparent surface.
Number of times the ray has gone through a transmissive surface.A typical use case is to avoid black spots in the render (caused by rays hittingthe bounce limit) by switching from a transmissive to a diffuse shader past acertain point. SeeMix Shader.
Number of times the ray has passed through aRay Portal BSDF.
EEVEE has no real concept of rays, but in order to ease the workflow between Cycles and EEVEE,some of the outputs are supported in particular cases.
Is Camera: Supported.
Is Shadow: Supported.
Is Diffuse: Supported.
Is Glossy: Supported.
Is Singular: Not supported. Same asIs Glossy.
Is Reflection: Not supported. Same asIs Glossy.
Is Transmission: Not supported. Same asIs Glossy.
Ray Length: Distance from the camera to the shading point.
Ray Depth: Indicates the current bounce when baking the light cache.
Diffuse Depth: Same as Ray Depth but only when baking diffuse light.
Glossy Depth: Same as Ray Depth but only when baking specular light.
Transparent Depth: Not supported. Defaults to 0.
Transmission Depth: Not supported. Same asGlossy Depth.
Note
Is Glossy does not work with Screen Space Reflections/Refractionsbut does work with reflection planes (whether used with SSR or not).