Motion
Get Motion

ReferenceMaterial nodesPost Process

Edge Glow

The picture's edges, lit in a colour.

Post ProcessedgeGlow

Inputs

PinTypeStarts atNotes
UVuvvec20–
Colourcolourvec3"#caecff"–
Spreadspreadfloat0.003–

Outputs

PinType
outvec3

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 n1_uv = (vec2(fragCoord.x / iResolution.x, 1.0 - fragCoord.y / iResolution.y) * vec2(1.0, 1.0));    vec2 n1_centred = (vec2(fragCoord.x - 0.5 * iResolution.x, 0.5 * iResolution.y - fragCoord.y) / iResolution.y);    vec2 n1_square = (vec2(fragCoord.x, iResolution.y - fragCoord.y) / iResolution.y);    vec3 n2_out = (vec3(0.79216, 0.92549, 1.0) * lib_edgesPicture(vec2((n1_uv).x, 1.0 - (n1_uv).y), 0.003));    fragColor = vec4(n2_out, 1.0);}

In a graph

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