Motion
Get Motion

ReferenceMaterial nodesColour

Threshold

1 where a In is brighter than a level, 0 where it's darker.

Colourthreshold

Inputs

PinTypeStarts atNotes
Incolourvec3"#808080"–
Thresholdlevelfloat0.5–
Softnesssoftnessfloat0.02–

Outputs

PinType
outfloat

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 = smoothstep(0.5 - 0.02, 0.5 + 0.02, lib_luma(vec3(0.50196, 0.50196, 0.50196)));    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.