Motion
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ReferenceMaterial nodesShading

Height Occlusion

Darker where a height changes steeply: its slopes and creases.

ShadingfakeAO

Inputs

PinTypeStarts atNotes
Heightheightfloat0–
Strengthstrengthfloat4–

Outputs

PinType
outfloat

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 = clamp(1.0 - fwidth(0.0) * 4.0 * 10.0, 0.0, 1.0);    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.