Motion
Get Motion

ReferenceMaterial nodesMath

Smootherstep

Like Smooth step, flatter at both ends.

Mathsmoother

Inputs

PinTypeStarts atNotes
Inxany number or vector0–
Edge 1fromfloat0–
Edge 2tofloat1–

Outputs

PinType
outany number or vector

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 = (clamp((0.0 - 0.0) / max(1.0 - 0.0, 1e-5), float(0.0), float(1.0)) * clamp((0.0 - 0.0) / max(1.0 - 0.0, 1e-5), float(0.0), float(1.0)) * clamp((0.0 - 0.0) / max(1.0 - 0.0, 1e-5), float(0.0), float(1.0)) * (clamp((0.0 - 0.0) / max(1.0 - 0.0, 1e-5), float(0.0), float(1.0)) * (clamp((0.0 - 0.0) / max(1.0 - 0.0, 1e-5), float(0.0), float(1.0)) * 6.0 - 15.0) + 10.0));    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.