Motion
Get Motion

ReferenceMaterial nodesPost Process

Night Vision

Green, grainy and dark at the edges, as through night goggles.

Post ProcessnightVision

Inputs

PinTypeStarts atNotes
Incolourvec3"#808080"–
UVuvvec20–

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){    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);    vec3 n2_out = (vec3(0.2, 1.0, 0.3) * max(lib_luma(vec3(0.50196, 0.50196, 0.50196)) * 1.8 + (lib_hash(n1_uv * iResolution.xy + iTime) - 0.5) * 0.15, 0.0) * (1.0 - length(n1_uv - 0.5) * 0.9));    fragColor = vec4(n2_out, 1.0);}

In a graph

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