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Nodes, Connections and Validation

Each Advanced Studio node has typed inputs, typed outputs and a shader stage.

Value types

TypeUsed for
floatTime, brightness, opacity, offsets and normal numeric values
vec2UV coordinates and two-dimensional movement
vec3RGB colours

A cable can only connect matching value types.

Shader stages

StagePurpose
SharedCan be used by fragment or vertex outputs
FragmentChanges colour, brightness, opacity or glyph texture sampling
VertexChanges 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:

LimitMaximum
Nodes96
Connections256
Output nodes12
Graph depth32
Random or noise nodes12
Texture sample nodes8
High-cost nodes8

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.