RGB Curves
Bends each channel with a power curve: below 1 brightens, above 1 darkens.
ƒRGB Curves
Colour
Red1
Green1
Blue1
All1
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Colourcolour | vec3 | "#808080" | – |
Redred | float | 1 | – |
Greengreen | float | 1 | – |
Blueblue | float | 1 | – |
Allall | float | 1 | – |
Outputs
| Pin | Type |
|---|---|
out | vec3 |
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 = pow(max(vec3(0.50196, 0.50196, 0.50196), vec3(0.0)), vec3(1.0, 1.0, 1.0) * 1.0); fragColor = vec4(n2_out, 1.0);}In a graph
ƒRGB Curves
Colour
Red1
Green1
Blue1
All1
◎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.