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    "preciseIdentifier" : "Shader_ND_outside_float"
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# Outside

Multiplies (1 - mask) to all channels of the input.

## Parameter Types

**Outside (float):**

|Input |Type |
                |------|-----|
                |`In`  |Float|
                |`Mask`|Float|

|Output|Type |
                |------|-----|
                |`Out` |Float|

**Outside (half):**

|Input |Type|
                |------|----|
                |`In`  |Half|
                |`Mask`|Half|

|Output|Type|
                |------|----|
                |`Out` |Half|

**Outside (color3f):**

|Input |Type         |
                |------|-------------|
                |`In`  |Color3<Float>|
                |`Mask`|Float        |

|Output|Type         |
                |------|-------------|
                |`Out` |Color3<Float>|

**Outside (color4f):**

|Input |Type         |
                |------|-------------|
                |`In`  |Color4<Float>|
                |`Mask`|Float        |

|Output|Type         |
                |------|-------------|
                |`Out` |Color4<Float>|

## Parameter descriptions

- `In`: The input value to which the mask applies.
- `Mask`: The value by which the input is multiplied.

## Discussion

Below is an example of a simple node graph that uses the `Outside` node to apply a mask to a brick texture:

![](images/ShaderGraph-Docs/OutsideGraph~dark.png)

Below, the resulting texture applies to a cube:



![](images/ShaderGraph-Docs/InsideMaterial1~dark.png)



![](images/ShaderGraph-Docs/InsideMaterial2~dark.png)

![](images/ShaderGraph-Docs/OutsideMaterial.png)

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