UV
Where the pixel is. uv goes 0 to 1 from the top left, centred from the middle, square from the top left in square units.
●UV
U Tiling1
V Tiling1Centred
Square UV
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
U TilinguTiling | float | 1 | – |
V TilingvTiling | float | 1 | – |
Outputs
| Pin | Type |
|---|---|
uv | vec2 |
Centredcentred | vec2 |
Square UVsquare | vec2 |
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){ vec2 n2_uv = (vec2(fragCoord.x / iResolution.x, 1.0 - fragCoord.y / iResolution.y) * vec2(1.0, 1.0)); vec2 n2_centred = (vec2(fragCoord.x - 0.5 * iResolution.x, 0.5 * iResolution.y - fragCoord.y) / iResolution.y); vec2 n2_square = (vec2(fragCoord.x, iResolution.y - fragCoord.y) / iResolution.y); fragColor = vec4(vec3(n2_uv, 0.0), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
◎Material OutputEnds here
Colour
Alpha1
Texture coordinates into the node, and the node into the material, as Studio draws them.
Related
Notes from the community
Written by creators and checked by the docs' editors. Not part of Motion's official reference.