# Color Mask Node ## Description Creates a mask from values in input **In** equal to input **Mask Color**. Input **Range** can be used to define a wider range of values around input **Mask Color** to create the mask. Colors within this range will return 1, otherwise the node will return 0. Input **Fuzziness** can be used to soften the edges around the selection similar to anti-aliasing. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | In | Input | Vector 3 | None | Input value. | | Mask Color | Input | Vector 3 | Color | Color to use for mask. | | Range | Input | Vector 1 | None | Select colors within this range from input **Mask Color**. | | Fuzziness | Input | Vector 1 | None | Feather edges around selection. Higher values result in a softer selection mask. | | Out | Output | Vector 1 | None | Output mask value. | ## Generated Code Example The following example code represents one possible outcome of this node. ``` void Unity_ColorMask_float(float3 In, float3 MaskColor, float Range, float Fuzziness, out float4 Out) { float Distance = distance(MaskColor, In); Out = saturate(1 - (Distance - Range) / max(Fuzziness, 1e-5)); } ```