# Sphere Mask Node ## Description Creates a sphere mask originating from input **Center**. The sphere is calculated using [Distance](Distance-Node.md) and modified using the **Radius** and **Hardness** inputs. Sphere mask functionality works in both 2D and 3D spaces, and is based on the vector coordinates in the **Coords** input. These vector coordinates can either be 3D like world space position, or 2D like UV coordinates. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | Coords | Input | Dynamic Vector | None | Coordinate space input | | Center | Input | Dynamic Vector | None | Coordinates of the sphere origin | | Radius | Input | Float | None | Radius of the sphere | | Hardness | Input | Float | None | Soften falloff of the sphere | | Out | Output | Dynamic Vector | None | Output mask value | ## Generated Code Example The following example code represents one possible outcome of this node. ``` void Unity_SphereMask_float4(float4 Coords, float4 Center, float Radius, float Hardness, out float4 Out) { Out = 1 - saturate((distance(Coords, Center) - Radius) / (1 - Hardness)); } ```