Motion
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ReferenceMaterial nodesProcedural › Patterns

Fish Scales

Rows of overlapping round scales, like a fish's.

Inputs

PinTypeStarts atNotes
UVpvec20–
Countcountfloat8–

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 = smoothstep(0.45, 0.5, length(vec2(fract((n1_uv * 8.0).x + 0.5 * mod(floor((n1_uv * 8.0).y), 2.0)), fract((n1_uv * 8.0).y)) - vec2(0.5, 0.0)));    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.