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ReferenceMaterial nodesUtility

Split Alpha

A colour's rgb and its alpha on their own.

UtilitysplitAlpha

Inputs

PinTypeStarts atNotes
RGBAcolourvec4(1, 1, 1, 1)–

Outputs

PinType
RGBrgbvec3
Alphaalphafloat

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

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