Motion
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ReferenceMaterial nodesPost Process

God Rays

Shafts of light streaming from a point through the bright parts.

Inputs

PinTypeStarts atNotes
UVuvvec20–
Light Positionfromvec2(0.5, 0.2)–
Intensitystrengthfloat0.6–

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){    vec2 n1_uv = (vec2(fragCoord.x / iResolution.x, 1.0 - fragCoord.y / iResolution.y) * vec2(1.0, 1.0));    vec2 n1_centred = (vec2(fragCoord.x - 0.5 * iResolution.x, 0.5 * iResolution.y - fragCoord.y) / iResolution.y);    vec2 n1_square = (vec2(fragCoord.x, iResolution.y - fragCoord.y) / iResolution.y);    vec3 n2_out = (plus_radialBlur(vec2((n1_uv).x, 1.0 - (n1_uv).y), vec2((vec2(0.5, 0.2)).x, 1.0 - (vec2(0.5, 0.2)).y), 0.4) * 0.6);    fragColor = vec4(n2_out, 1.0);}

In a graph

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