ReferenceMaterial nodesUtility
Split Alpha
A colour's rgb and its alpha on their own.
ƒSplit Alpha
RGBA1111RGB
Alpha
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
RGBAcolour | vec4 | (1, 1, 1, 1) | – |
Outputs
| Pin | Type |
|---|---|
RGBrgb | vec3 |
Alphaalpha | float |
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_rgb = (vec4(1.0, 1.0, 1.0, 1.0)).rgb; float n2_alpha = (vec4(1.0, 1.0, 1.0, 1.0)).a; fragColor = vec4(n2_rgb * clamp(n2_alpha, 0.0, 1.0), 1.0);}In a graph
ƒSplit Alpha
RGBA1111RGB
Alpha
◎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.