Motion
Get Motion

ReferenceMaterial nodesInput

Pointer Mask

1 right under the pointer, fading to 0 at the radius; give it uv coordinates.

InputnearPointer

Inputs

PinTypeStarts atNotes
UVuvvec20–
Radiusradiusfloat0.2–

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){    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);    float n2_out = (1.0 - smoothstep(0.0, 0.2, length((n1_uv - iPointer.xy) * vec2(iResolution.x / iResolution.y, 1.0))));    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.