A [Color] operator to be used within the visual shader graph.
Applies [member operator] to two color inputs.
- An operator to be applied to the inputs. See [enum Operator] for options.
Produce a screen effect with the following formula: [codeblock] result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b); [/codeblock]
Produce a difference effect with the following formula: [codeblock] result = abs(a - b); [/codeblock]
Produce a darken effect with the following formula: [codeblock] result = min(a, b); [/codeblock]
Produce a lighten effect with the following formula: [codeblock] result = max(a, b); [/codeblock]
Produce an overlay effect with the following formula: [codeblock] 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); } } [/codeblock]
Produce a dodge effect with the following formula: [codeblock] result = a / (vec3(1.0) - b); [/codeblock]
Produce a burn effect with the following formula: [codeblock] result = vec3(1.0) - (vec3(1.0) - a) / b; [/codeblock]
Produce a soft light effect with the following formula: [codeblock] 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)); } } [/codeblock]
Produce a hard light effect with the following formula: [codeblock] 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)); } } [/codeblock]