Some visual shader patches use different data types to other patches in Spark AR Studio.
For more information on using visual shaders, see the Introduction to Visual Shaders tutorial.
Visually represents a property of a material, like its position or scale. Usually appears at the end of a graph to specify how the material appears in the effect.
Applies a texture to the material.
Blends two colors or textures together.
Outputs a texture’s RGB, HSV, and HSL color values. Useful for isolating the color values to change the texture's appearance.
Outputs two combined functions as a single data stream.
Automatically outputs a fallback value when you disconnect the main value. For example, a color could be used as a fallback value for an image.
Processes each fragment in a texture individually instead of processing a texture at the vertices.
Used as an identity function. It always returns the same value as its argument.
Creates a grayscale gradient. Use with a Mix patch to create a color gradient.
Defines each color you want to use in a color gradient. Use this patch multiple times to add multiple colors.
Outputs the render target size. Useful for building effects using shaders requiring the exact pixel size, like pixel blurring.
Captures standard derivatives.
Samples a texture at the specified coordinates.
Used with a 2D Transform Pack patch to scale, rotate, pivot and reposition a 2D texture on a 2D or 3D object.
Provides the value of the selected vertex attribute among a selection of parameters.
Provides a vertex transformation matrix from a dropdown.