A [Color] operator to be used within the visual shader graph.
	
	
		Applies [member operator] to two color inputs.
	
	
	
	
	
	
		
			An operator to be applied to the inputs. See [enum Operator] for options.
		
	
	
		
			Produce a screen effect with the following formula:
			[codeblock]
			result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
			[/codeblock]
		
		
			Produce a difference effect with the following formula:
			[codeblock]
			result = abs(a - b);
			[/codeblock]
		
		
			Produce a darken effect with the following formula:
			[codeblock]
			result = min(a, b);
			[/codeblock]
		
		
			Produce a lighten effect with the following formula:
			[codeblock]
			result = max(a, b);
			[/codeblock]
		
		
			Produce an overlay effect with the following formula:
			[codeblock]
			for (int i = 0; i < 3; i++) {
			    float base = a[i];
			    float blend = b[i];
			    if (base < 0.5) {
			        result[i] = 2.0 * base * blend;
			    } else {
			        result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
			    }
			}
			[/codeblock]
		
		
			Produce a dodge effect with the following formula:
			[codeblock]
			result = a / (vec3(1.0) - b);
			[/codeblock]
		
		
			Produce a burn effect with the following formula:
			[codeblock]
			result = vec3(1.0) - (vec3(1.0) - a) / b;
			[/codeblock]
		
		
			Produce a soft light effect with the following formula:
			[codeblock]
			for (int i = 0; i < 3; i++) {
			    float base = a[i];
			    float blend = b[i];
			    if (base < 0.5) {
			        result[i] = base * (blend + 0.5);
			    } else {
			        result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
			    }
			}
			[/codeblock]
		
		
			Produce a hard light effect with the following formula:
			[codeblock]
			for (int i = 0; i < 3; i++) {
			    float base = a[i];
			    float blend = b[i];
			    if (base < 0.5) {
			        result[i] = base * (2.0 * blend);
			    } else {
			        result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
			    }
			}
			[/codeblock]