reckfellENGINE

VisualShaderNodeColorOp

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

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class VisualShaderNodeColorOpReckfellSharpInherits VisualShaderNode

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

Applies VisualShaderNodeColorOp.Operator to two color inputs.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

VisualShaderNodeColorOpConstructor
# VisualShaderNodeColorOp
C#
public VisualShaderNodeColorOp();

Properties1

OperatorProperty
# Operator
C#
public VisualShaderNodeColorOp.OperatorEnum Operator { get; set; }

An operator to be applied to the inputs.

Methods2

GetOperatorVisualShaderNodeColorOp.OperatorEnum
# GetOperator
C#
public VisualShaderNodeColorOp.OperatorEnum GetOperator();
Returns VisualShaderNodeColorOp.OperatorEnum
SetOperatorvoid
# SetOperator
C#
public void SetOperator(VisualShaderNodeColorOp.OperatorEnum op);
Parameters
NameTypeDefault
opVisualShaderNodeColorOp.OperatorEnum—

VisualShaderNodeColorOp.OperatorEnum

ValueDescription
Burn = 6

Produce a burn effect with the following formula:

Text
result = vec3(1.0) - (vec3(1.0) - a) / b;
Darken = 2

Produce a darken effect with the following formula:

Text
result = min(a, b);
Difference = 1

Produce a difference effect with the following formula:

Text
result = abs(a - b);
Dodge = 5

Produce a dodge effect with the following formula:

Text
result = a / (vec3(1.0) - b);
HardLight = 8

Produce a hard light effect with the following formula:

Text
for (int i = 0; i < 3; i++) {
    float base = a[i];
    float blend = b[i];
    if (base < 0.5) {
        result[i] = base * (2.0 * blend);
    } else {
        result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
    }
}
Lighten = 3

Produce a lighten effect with the following formula:

Text
result = max(a, b);
Max = 9

Represents the size of the VisualShaderNodeColorOp.OperatorEnum enum.

Overlay = 4

Produce an overlay effect with the following formula:

Text
for (int i = 0; i < 3; i++) {
    float base = a[i];
    float blend = b[i];
    if (base < 0.5) {
        result[i] = 2.0 * base * blend;
    } else {
        result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
    }
}
Screen = 0

Produce a screen effect with the following formula:

Text
result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
SoftLight = 7

Produce a soft light effect with the following formula:

Text
for (int i = 0; i < 3; i++) {
    float base = a[i];
    float blend = b[i];
    if (base < 0.5) {
        result[i] = base * (blend + 0.5);
    } else {
        result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
    }
}
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