Use to increase or decrease the contrast in a texture. You can control the contrast of each of the R, G, and B channels individually.
When you increase Contrast, light colors become lighter and dark colors darker. When you decrease contrast, you bring all the colors closer to the middle range. The Bias attribute controls the center of this range.
Find this utility in the Create tab (see Create tab).
To use this utility, see Use the Contrast utility.
The input color or texture to adjust.
Controls the amount of contrast adjustment. You can adjust the contrast of the R, G, and B components individually. Increase Contrast to make light colors lighter, and dark colors darker. Decrease Contrast to make everything gray.
Controls the middle point of the contrast adjustment. Increase Bias to move the middle point upwards (more of the texture becomes dark as contrast increases). Decrease Bias to move the middle point down (more of the texture becomes light as contrast increases).
Use this attribute in conjunction with your multi-render passes workflow.
Shader does not affect render passes.
Perform the same operation on material render passes as is performed on the master beauty pass.
Shader does not contribute to render passes and blanks out contributions made by upstream shaders.
The color computed for the master beauty pass is propagated to all other beauty passes.