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
Redshift supports a sub-set of math shaders that can also operate on RGBA color components. These simple shaders are all listed here.
Returns the absolute value of Input. For example, a value of -1.0 will be returned as 1.0.
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.
Returns the exponential of Input, using the following formula: e^Input.
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
Returns 1 - Input.
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.
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.
Returns each component of the Input color separately, like so:
outR = Input.r
outG = Input.g
outB = Input.b
outA = Input.a
Returns Input 1 - Input 2.