Nodes, Connections and Validation
Each Advanced Studio node has typed inputs, typed outputs and a shader stage.
Value types
| Type | Used for |
|---|---|
float | Time, brightness, opacity, offsets and normal numeric values |
vec2 | UV coordinates and two-dimensional movement |
vec3 | RGB colours |
A cable can only connect matching value types.
Shader stages
| Stage | Purpose |
|---|---|
| Shared | Can be used by fragment or vertex outputs |
| Fragment | Changes colour, brightness, opacity or glyph texture sampling |
| Vertex | Changes character position |
A vertex output cannot depend on a fragment-only input such as Glyph UV. A fragment output cannot depend on a vertex-only node.
Literal values
Inputs can use a value entered directly into the node instead of a cable. Connecting a cable to that input replaces the literal at runtime.
Constants are also available as normal nodes when the same value needs to feed more than one place.
Output nodes
A graph needs at least one output node. The available targets are:
- Colour
- Brightness
- Opacity
- Position X
- Position Y
- Position XY
Output nodes can use add, multiply, mix or replace modes depending on the target. The validator prevents conflicting replace outputs.
Graph limits
TextEffect enforces the following safety limits:
| Limit | Maximum |
|---|---|
| Nodes | 96 |
| Connections | 256 |
| Output nodes | 12 |
| Graph depth | 32 |
| Random or noise nodes | 12 |
| Texture sample nodes | 8 |
| High-cost nodes | 8 |
The validation panel also reports disconnected outputs, cycles, unknown sockets, unused nodes and incompatible stages.
Node reference
See the separate Advanced Node Reference for every available node, socket and control.