Motion
Get Motion

ReferenceMaterial nodesPost Process

Alpha Outline

A line round the visible part of the picture.

Post ProcessoutlineAlpha

Inputs

PinTypeStarts atNotes
UVuvvec20–
Widthwidthfloat2–

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){    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);    float n2_out = clamp(max(max(lib_layer(vec2((n1_uv).x, 1.0 - (n1_uv).y) + vec2((2.0 / iResolution.xy).x, 0.0)).a, lib_layer(vec2((n1_uv).x, 1.0 - (n1_uv).y) - vec2((2.0 / iResolution.xy).x, 0.0)).a), max(lib_layer(vec2((n1_uv).x, 1.0 - (n1_uv).y) + vec2(0.0, (2.0 / iResolution.xy).y)).a, lib_layer(vec2((n1_uv).x, 1.0 - (n1_uv).y) - vec2(0.0, (2.0 / iResolution.xy).y)).a)) - lib_layer(vec2((n1_uv).x, 1.0 - (n1_uv).y)).a, 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.