Motion
Get Motion

ReferenceMaterial nodesMath

Smoothstep

0 below from, 1 above to, and a smooth S between.

Mathsmooth

Inputs

PinTypeStarts atNotes
Inxany number or vector0–
Edge 1fromfloat0–
Edge 2tofloat1–

Outputs

PinType
outany number or vector

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_out = (((1.0 - 0.0) != 0.0 ? clamp((0.0 - float(0.0)) / (1.0 - 0.0), float(0.0), float(1.0)) : float(1.0) - step(0.0, float(0.0))) * ((1.0 - 0.0) != 0.0 ? clamp((0.0 - float(0.0)) / (1.0 - 0.0), float(0.0), float(1.0)) : float(1.0) - step(0.0, float(0.0))) * (float(3.0) - float(2.0) * ((1.0 - 0.0) != 0.0 ? clamp((0.0 - float(0.0)) / (1.0 - 0.0), float(0.0), float(1.0)) : float(1.0) - step(0.0, float(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.