I haven't found too many resources on the topic of diffuse tinting( so I figured I'd open up a discussion about it. So what am I talking about? You might think of this as something similar to team color in an RTS. Where based on a player color you need to color change objects or parts of objects.
I'm curious to see how others have implemented this functionality in their shaders.
Usually the area being filled is just a flat color. I'm looking for a way to keep some detail from the diffuse map either using shader magic(math), or masks, or any combination there of. (if at all possible)
I realize the easiest way is probably just to paint your variations and swap between textures. But when I sit down to implement this in my project I'll need the ability to define the color based on an RGB value so I can change it depending on the player. Usually this is hard to do while making it look good.
So there you have it! Lets make this a great reference thread on the subject.
How do you handle shader based diffuse tinting?