Motion
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ReferenceMaterial nodesShading

Fresnel

Brighter where the surface turns away from you, as glass and water reflect more at their edges.

Shadingfresnel

Inputs

PinTypeStarts atNotes
Normalnormalvec3(0, 0, 1)–
Powerpowerfloat5–
Base Reflectivitybasefloat0.04–

Outputs

PinType
outfloat

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){    float n2_out = (pow(max(abs(1.0 - max(dot(vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0)), 0.0)), 1e-4), 5.0) * (1.0 - (0.04)) + (0.04));    fragColor = vec4(vec3(n2_out), 1.0);}

In a graph

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