ReferenceMaterial nodesPost Process
Frost
Icy crystals growing in from the edges.
ƒFrost
UV00UV
Amount0.5Mask
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
UVuv | vec2 | 0 | – |
Amountamount | float | 0.5 | – |
Outputs
| Pin | Type |
|---|---|
UVuv | vec2 |
Maskmask | float |
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); vec2 n2_uv = (n1_uv + (lib_hash2(floor(n1_uv * iResolution.xy / 2.0)) - 0.5) * 0.01 * (1.0 - smoothstep(0.0, max(0.5 * 0.3, 1e-4), min(min(n1_uv.x, 1.0 - n1_uv.x), min(n1_uv.y, 1.0 - n1_uv.y)) - lib_fbm(n1_uv * 12.0, 4.0) * 0.1)) * step(1e-4, 0.5)); float n2_mask = (1.0 - smoothstep(0.0, max(0.5 * 0.3, 1e-4), min(min(n1_uv.x, 1.0 - n1_uv.x), min(n1_uv.y, 1.0 - n1_uv.y)) - lib_fbm(n1_uv * 12.0, 4.0) * 0.1)) * step(1e-4, 0.5); fragColor = vec4(vec3(n2_uv, 0.0), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒFrost
UVUV
Amount0.5Mask
◎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.