VisualShaderNodeColorOp
继承: VisualShaderNode
< Resource
< RefCounted
< Object
A Color
operator to be used within the visual shader graph.
描述
Applies operator
to two color inputs.
属性
枚举
enum Operator:
Operator OP_SCREEN = 0
Produce a screen effect with the following formula:
result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
Operator OP_DIFFERENCE = 1
Produce a difference effect with the following formula:
result = abs(a - b);
Operator OP_DARKEN = 2
Produce a darken effect with the following formula:
result = min(a, b);
Operator OP_LIGHTEN = 3
Produce a lighten effect with the following formula:
result = max(a, b);
Operator OP_OVERLAY = 4
Produce an overlay effect with the following formula:
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);
}
}
Operator OP_DODGE = 5
Produce a dodge effect with the following formula:
result = a / (vec3(1.0) - b);
Operator OP_BURN = 6
Produce a burn effect with the following formula:
result = vec3(1.0) - (vec3(1.0) - a) / b;
Operator OP_SOFT_LIGHT = 7
Produce a soft light effect with the following formula:
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));
}
}
Operator OP_HARD_LIGHT = 8
Produce a hard light effect with the following formula:
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));
}
}
Operator OP_MAX = 9
Represents the size of the Operator enum.
属性说明
Operator operator = 0
An operator to be applied to the inputs. See Operator for options.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。