dithered
Adds a trace of noise to a heat field so long soft ramps do not show bands.
dithered(heat: Expr, uv: Expr, clock: Expr): Expr
Import light from shaders/std and use light.dithered.
Pass the summed heat, the pixel's uv and a clock. Use it right before heatRamp. This is for a heat field, not a color: use compose.dithered for a finished color.
Parameters
| Name | Type | Notes |
|---|---|---|
heat | Expr | |
uv | Expr | |
clock | Expr |
Example
return heatRamp({hot: p('colorHot'), mid: p('colorMid'), fringe: p('colorFringe')}).taps(dithered(heat, params.ctx.uv, animatedTime(params)), params)
See also
heatRamp— The colors of overexposed light, from a dim fringe through a mid tone to a hot core.