Motion
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ReferenceMaterial nodesColour

Split Toning

Tints the dark parts one colour and the bright parts another.

ColoursplitToning

Inputs

PinTypeStarts atNotes
Incolourvec3"#808080"–
Shadowsshadowsvec3"#3fd0c9"–
Highlightshighlightsvec3"#ffc861"–
Amountamountfloat0.3–

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 = 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

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