Motion
Get Motion

ReferenceMaterial nodesConstants

HDR Colour

A colour brighter than white, for glow: intensity in stops (each one doubles it).

ConstantshdrColour

Inputs

PinTypeStarts atNotes
Colourcolourvec3"#ffc861"–
Exposureintensityfloat2–

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){    vec3 n2_out = (vec3(1.0, 0.78431, 0.38039) * exp2(2.0));    fragColor = vec4(n2_out, 1.0);}

In a graph

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