Motion
Get Motion

ReferenceMaterial nodesPost Process

Thermal Vision

Brightness as heat colours, from blue through red to white.

Inputs

PinTypeStarts atNotes
Incolourvec3"#808080"–

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){    vec3 n2_out = clamp(vec3(smoothstep(0.3, 0.6, lib_luma(vec3(0.50196, 0.50196, 0.50196))), smoothstep(0.55, 0.9, lib_luma(vec3(0.50196, 0.50196, 0.50196))), smoothstep(0.0, 0.3, lib_luma(vec3(0.50196, 0.50196, 0.50196))) * (1.0 - smoothstep(0.35, 0.6, lib_luma(vec3(0.50196, 0.50196, 0.50196)))) + smoothstep(0.85, 1.0, lib_luma(vec3(0.50196, 0.50196, 0.50196)))), 0.0, 1.0);    fragColor = vec4(n2_out, 1.0);}

In a graph

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