![]() ![]() We could also interpolate other components but in this case the Saturation stays at 0.8 and Brightness at 1.Ĭan see the HLSL code each conversion uses in the Node Library - Colorspace Conversion or use/see functions under re/ShaderLibrary/Color.hlsl.įor a much more in-depth look at this, also see this article by Alan Zucconi : The Secrets of Colour Interpolation Lerping between blue/yellow results in a grey transition, while lerping through Hue (X input of Vector3, since we convert from HSV space) results in more of the colour spectrum. The project here is using Linear colour space. Our greyscale input here goes into the T input, and A and B are the two colour nodes/properties. This is the same calculation as a linear interpolation, so it’s easier to use the Lerp node. In the above example, since we are multiplying, a value of 0 (black) in the input texture always results in black - but it is possible to have control over this colour too.Īssuming our greyscale/float input ranges between 0 and 1, we could invert it using a One Minus and tint with another colour (via Multiply), then Add the two tints together. (If you aren’t familiar with properties, see my post : Intro to Shader Graph - Properties) But I’ll be keeping them as nodes in the post so you can clearly see what colour has been assigned. You’d typically also convert the Color node here to be a color property - that way it can be exposed to the material or allow setting it from C#. (Though that would be more common for glowy particle effects, not grass!) The colour here could use HDR mode, so we have control over the intensity too. ![]() (Grass texture from Kenney assets - Foliage Sprites) Values should ideally be close to 1 (white) so we get the full range of colour we can tint towards. Our input here would typically be a greyscale texture (a float value between 0 and 1). One of the simplest forms of adjusting colour is a tint, which typically involves a Multiply between our input and a given colour ( Color node or property). But it’s good to try multiple methods and compare/profile! My understanding is this results in the GPU not being able to do texture pre-fetches, so causes increased latency when reading/sampling texels. The methods that alter the UV coords to the Sample Texture 2D node in the fragment stage (Gradient & Palette Texture sections) may be a bit more expensive (more noticeable on mobile platforms), as this produces what is referred to as a “dependent texture read”.Likely easier to tweak colour properties/fields on the material/scripts than editing texture files.A main advantage is less texture memory is used compared to manually creating colour-variations and storing as separate textures (or larger atlas / texture array).It also doesn’t matter if it’s intended for a 3D model, 2D sprite, UI, etc. Typically these methods would involve some texture(s) as an input (though some may work with noise or procedural shapes produced from signed distance functions too). also Post Processing effects, but that’s a bit outside the scope of this post.Could just be for aesthetics or tied to gameplay. Swappable colour palletes for pixel art (sprites / tilemaps).Adjustable colours and gradient ramps used for VFX / Particle Effects. ![]()
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