Calculates a derivative within the visual shader graph. This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders. A derivative function type. See [enum Function] for options. A type of operands and returned value. See [enum OpType] for options. Sets the level of precision to use for the derivative function. See [enum Precision] for options. When using the GL_Compatibility renderer, this setting has no effect. A floating-point scalar. A 2D vector type. A 3D vector type. A 4D vector type. Represents the size of the [enum OpType] enum. Sum of absolute derivative in [code]x[/code] and [code]y[/code]. Derivative in [code]x[/code] using local differencing. Derivative in [code]y[/code] using local differencing. Represents the size of the [enum Function] enum. No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders. The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using [constant PRECISION_FINE], but may not be suitable when more precision is needed. This is equivalent to using [code]dFdxCoarse()[/code] or [code]dFdyCoarse()[/code] in text shaders. The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using [constant PRECISION_COARSE], but may be necessary when more precision is needed. This is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in text shaders. Represents the size of the [enum Precision] enum.