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]
Represents the size of the [enum Operator] enum.