ReferenceMaterial nodesShading
Fresnel
Brighter where the surface turns away from you, as glass and water reflect more at their edges.
ƒFresnel
Normal001
Power5
Base Reflectivity0.04
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Normalnormal | vec3 | (0, 0, 1) | – |
Powerpower | float | 5 | – |
Base Reflectivitybase | float | 0.04 | – |
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 = (pow(max(abs(1.0 - max(dot(vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0)), 0.0)), 1e-4), 5.0) * (1.0 - (0.04)) + (0.04)); fragColor = vec4(vec3(n2_out), 1.0);}In a graph
ƒFresnel
Normal001
Power5
Base Reflectivity0.04
◎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.