VisualShaderNodeColorOp

Inherits: VisualShaderNode < Resource < Reference < Object

A Color operator to be used within the visual shader graph.

Description

Applies operator to two color inputs.

Properties

Operatoroperator0

Enumerations

enum Operator:

  • OP_SCREEN = 0 —- Produce a screen effect with the following formula:
  1. result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
  • OP_DIFFERENCE = 1 —- Produce a difference effect with the following formula:
  1. result = abs(a - b);
  • OP_DARKEN = 2 —- Produce a darken effect with the following formula:
  1. result = min(a, b);
  • OP_LIGHTEN = 3 —- Produce a lighten effect with the following formula:
  1. result = max(a, b);
  • OP_OVERLAY = 4 —- Produce an overlay effect with the following formula:
  1. for (int i = 0; i < 3; i++) {
  2. float base = a[i];
  3. float blend = b[i];
  4. if (base < 0.5) {
  5. result[i] = 2.0 * base * blend;
  6. } else {
  7. result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
  8. }
  9. }
  • OP_DODGE = 5 —- Produce a dodge effect with the following formula:
  1. result = a / (vec3(1.0) - b);
  • OP_BURN = 6 —- Produce a burn effect with the following formula:
  1. result = vec3(1.0) - (vec3(1.0) - a) / b;
  • OP_SOFT_LIGHT = 7 —- Produce a soft light effect with the following formula:
  1. for (int i = 0; i < 3; i++) {
  2. float base = a[i];
  3. float blend = b[i];
  4. if (base < 0.5) {
  5. result[i] = base * (blend + 0.5);
  6. } else {
  7. result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
  8. }
  9. }
  • OP_HARD_LIGHT = 8 —- Produce a hard light effect with the following formula:
  1. for (int i = 0; i < 3; i++) {
  2. float base = a[i];
  3. float blend = b[i];
  4. if (base < 0.5) {
  5. result[i] = base * (2.0 * blend);
  6. } else {
  7. result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
  8. }
  9. }

Property Descriptions

Default0
Setterset_operator(value)
Getterget_operator()

An operator to be applied to the inputs. See Operator for options.