These shaders are currently not available in Maya! Please use built-in Maya color shaders.

These shaders are currently not available in Softimage! Please use built-in Softimage color shaders.

## Table Of Contents

## Introduction

Redshift supports a sub-set of math shaders that can also operate on RGBA color components. These simple shaders are all listed here.

## Color Abs

Returns the absolute value of *Input*. For example, a value of -1.0 will be returned as 1.0.

## Color Bias

Returns a curved bias of *Input* by *Bias*, using the following Ken Perlin formula: pow( *Input*, log(*Bias*)/log(0.5) )

## Color Change Range

Returns *Input* remapped from *Old Range* values to *New Range* values, with an optional clamp to the new range.

## Color Exp

Returns the exponential of *Input*, using the following formula: e^*Input*.

## Color Gain

Returns a contrast gain of Input by Gain, using the following Ken Perlin formula:

Bias( 2 * *Input*, 1 - *Gain* ) * 0.5 ; if *Input* < 0.5

1 - Bias( 2 - 2 * *Input*, 1 - *Gain* ) * 0.5 ; otherwise

## Color Invert

Returns 1 - *Input*.

## Color Mix

Returns *Input 1* linearly interpolated to *Input 2* by *Mix*. When *Mix* is 0.0, *Input 1* will be returned. When *Mix* is 1.0, *Input 2* will be returned.

## Color Saturate

Returns *Input* clamped to values between 0 and 1, inclusively. For example -1.5 will be returned as 0.0 and 1.5 will be returned as 1.0.

## Color Splitter

Returns each component of the *Input* color separately, like so:

*outR* = *Input*.r

*outG* = *Input*.g

*outB* = *Input*.b

*outA* = *Input*.a

## Color Sub

Returns *Input 1* - *Input 2*.