Motion
Get Motion

ReferenceMaterial nodesProcedural › Shapes

Shape to Mask

Turns a shape's distance into something to show: its inside, and its edge.

Inputs

PinTypeStarts atNotes
Distancedistancefloat1–
Softnesssoftnessfloat0.003–

Outputs

PinType
Fillfillfloat
Outlineoutlinefloat

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){    float n2_fill = (1.0 - smoothstep(-max(0.003, 1e-4), max(0.003, 1e-4), 1.0));    float n2_outline = (1.0 - smoothstep(0.0, max(0.003, 1e-4) * 2.0, abs(1.0)));    fragColor = vec4(vec3(n2_fill), 1.0);}

In a graph

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