RGB masking and color correcting texture

Node-based Shader Editor

RGB masking and color correcting texture

Postby kyrann » Thu May 31, 2018 3:17 pm

Hello
Is there anyway to color corret a part of my texture using rgb masking or a blackwhite mask?
im using substance painter for my textures and need to adjust some values in unity using amplify shader editor
coudnt figure out how the masking works

Can someone show me the node structure
kyrann
 
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Re: RGB masking and color correcting texture

Postby Amplify_Borba » Fri Jun 01, 2018 10:53 am

Hello, thank you for getting in touch!

A simple way to achieve this would be by using the Lerp node to blend between the sampled texture and its color adjusted version, where the blending is defined by the mask.

I've set up a sample for your convenience, which should provide a good starting point for this type of effect:

MaskSample.jpg
MaskSample.jpg (314.92 KiB) Viewed 5017 times


You can also add your own color operations in place of the color node in the above example, to adjust the color of the texture in the way you require.

Please let me know if this helps and if you have any further questions, thanks!
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Re: RGB masking and color correcting texture

Postby kyrann » Mon Jun 04, 2018 9:19 am

Thanx for the reply That was exactly what ı am looking for
am i just limited with black and white masks?

Can i use red green blue masks for different parts of my uv layout? and use them as input?
Also which other color operators i can use in these situations?
Thank you
Attachments
texture color change.JPG
texture color change.JPG (82.08 KiB) Viewed 4999 times
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Re: RGB masking and color correcting texture

Postby Amplify_Borba » Mon Jun 04, 2018 10:52 am

No problem!

You may use one mask per channel ( R, G, B and A ), and we also provide a sample in AmplifyShaderEditor > Examples > Community > SingleChannelMasking that shows how to convert a single greyscale mask into 5 different black and white masks.

Please let me know if this helps, and if you have any further questions.
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