Split Toning
Tints the dark parts one colour and the bright parts another.
ƒSplit Toning
In
Shadows
Highlights
Amount0.3
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Incolour | vec3 | "#808080" | – |
Shadowsshadows | vec3 | "#3fd0c9" | – |
Highlightshighlights | vec3 | "#ffc861" | – |
Amountamount | float | 0.3 | – |
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 = mix(vec3(0.50196, 0.50196, 0.50196), vec3(0.50196, 0.50196, 0.50196) * mix(vec3(0.24706, 0.81569, 0.78824), vec3(1.0, 0.78431, 0.38039), lib_luma(vec3(0.50196, 0.50196, 0.50196))) * 2.0, 0.3); fragColor = vec4(n2_out, 1.0);}In a graph
ƒSplit Toning
In
Shadows
Highlights
Amount0.3
◎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.