Motion
Get Motion

ReferenceMaterial nodesColour

Contrast

Pushes a colour away from a middle level (or towards it, below 0), kept 0 to 1.

Colourcontrast

Inputs

PinTypeStarts atNotes
Incolourvec3"#808080"–
Contrastamountfloat0–
Pivotpivotfloat0.5–

Outputs

PinType
Resultoutvec3

The code it becomes

What Studio writes for the graph below: a few lines of the material's shader, worked out for every pixel.

void mainImage(out vec4 fragColor, in vec2 fragCoord){    vec3 n2_out = clamp(vec3(0.50196, 0.50196, 0.50196) + 2.0 * 0.0 * (vec3(0.50196, 0.50196, 0.50196) - 0.5), 0.0, 1.0);    fragColor = vec4(n2_out, 1.0);}

In a graph

Texture coordinates into the node, and the node into the material, as Studio draws them.