ReferenceMaterial nodesShading
Matcap UV
Where to read a lit-ball picture for a normal.
ƒMatcap UV
Normal001UV
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Normalnormal | vec3 | (0, 0, 1) | – |
Outputs
| Pin | Type |
|---|---|
UVuv | vec2 |
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 n2_uv = (normalize(vec3(0.0, 0.0, 1.0)).xy * 0.5 + 0.5); fragColor = vec4(vec3(n2_uv, 0.0), 1.0);}In a graph
ƒMatcap UV
Normal001UV
◎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.