Motion
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ReferenceMaterial nodesShading

Iridescence

Rainbow colours that change with the angle, as on a soap bubble.

Shadingiridescence

Inputs

PinTypeStarts atNotes
Normalnormalvec3(0, 0, 1)–
Hue Shiftshiftfloat0–

Outputs

PinType
RGBcolourvec3

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_colour = lib_palette(normalize(vec3(0.0, 0.0, 1.0)).z * 1.5 + 0.0, vec3(0.5), vec3(0.5), vec3(1.0), vec3(0.0, 0.33, 0.67));    fragColor = vec4(n2_colour, 1.0);}

In a graph

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