Motion
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ReferenceMaterial nodesColour

Colour Balance

Tints the dark, middle and bright parts separately.

ColourcolourBalance

Inputs

PinTypeStarts atNotes
Incolourvec3"#808080"–
Shadowsshadowsvec3(0, 0, 0.05)–
Midtonesmidtonesvec3(0, 0, 0)–
Highlightshighlightsvec3(0.05, 0.02, 0)–

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 = (vec3(0.50196, 0.50196, 0.50196) + vec3(0.0, 0.0, 0.05) * (1.0 - smoothstep(0.0, 0.5, lib_luma(vec3(0.50196, 0.50196, 0.50196)))) + vec3(0.0, 0.0, 0.0) * (1.0 - abs(lib_luma(vec3(0.50196, 0.50196, 0.50196)) * 2.0 - 1.0)) + vec3(0.05, 0.02, 0.0) * smoothstep(0.5, 1.0, lib_luma(vec3(0.50196, 0.50196, 0.50196))));    fragColor = vec4(n2_out, 1.0);}

In a graph

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