Computes the facing ratio of the geometry: a simple dot product between the camera vector and the surface normal.

### Input Parameters

#### Face Forward

The facing ratio can be negative if the normal is pointing away from the camera. This will flip the normal to always give a positive result.

#### Invert

Inverts the facing ratio: black becomes white and vice-versa.

#### Gamma

A simple gamma function to shape the facing ratio. A value of 1.0 is neutral

#### Bump Normal

If the surface is bump-mapped, input the bump normal here. If not connected, the node will use this shading normal.

### Output Parameters

#### resultF

The single-component (float) value produced by the facing ratio computation.