ReferenceMaterial nodesShading
Thin Film
The rainbow sheen of oil on water, changing with the film's thickness and the angle.
ƒThin Film
Normal001RGB
Thickness0.5
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Normalnormal | vec3 | (0, 0, 1) | – |
Thicknessthickness | float | 0.5 | – |
Outputs
| Pin | Type |
|---|---|
RGBcolour | vec3 |
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_colour = (0.5 + 0.5 * cos(6.28318531 * ((0.5 * 4.0 / max(normalize(vec3(0.0, 0.0, 1.0)).z, 0.2)) + vec3(0.0, 0.33, 0.67)))); fragColor = vec4(n2_colour, 1.0);}In a graph
ƒThin Film
Normal001RGB
Thickness0.5
◎Material OutputEnds here
Colour
Alpha1
Texture coordinates into the node, and the node into the material, as Studio draws them.
Related
Notes from the community
Written by creators and checked by the docs' editors. Not part of Motion's official reference.