Threshold
1 where a In is brighter than a level, 0 where it's darker.
ƒThreshold
In
Threshold0.5
Softness0.02
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Incolour | vec3 | "#808080" | – |
Thresholdlevel | float | 0.5 | – |
Softnesssoftness | float | 0.02 | – |
Outputs
| Pin | Type |
|---|---|
out | float |
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 = smoothstep(0.5 - 0.02, 0.5 + 0.02, lib_luma(vec3(0.50196, 0.50196, 0.50196))); fragColor = vec4(vec3(n2_out), 1.0);}In a graph
ƒThreshold
In
Threshold0.5
Softness0.02
◎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.