Motion
Get Motion

ReferenceMaterial nodesColour

RGB Curves

Bends each channel with a power curve: below 1 brightens, above 1 darkens.

ColourrgbaCurves

Inputs

PinTypeStarts atNotes
Colourcolourvec3"#808080"–
Redredfloat1–
Greengreenfloat1–
Bluebluefloat1–
Allallfloat1–

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){    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

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