My intial idea is, compare color A to color B and feed that output to a lerp node which lerps between the unmodified texture and the modified texture(or straight up solid team color). ShaderFX is still quite new to me. But from what I see, when it comes to creating this with the set of nodes available it's clunky.
Yeah I was using a cube since I didn't have my mesh and texture sheet to hand and it was a quick and dirty way to do it. End goal is pretty much what your node graph defines, It'll be block colored areas of the sheet, nothing more complicated in terms of blending the defined color into the existing stuff. Alpha channel…
Yeah while you were checking it out I played around with it and got some results that were useful albeit not perfect but it's nice to play around to follow how the tools work step by step. Posted the Texture sheet, the node graph and the result. There's an annoying 1px outline stroke which according to Photoshop is 100%…
I like the solutions offered, I guess this can turn into a general ShaderFX thread on team coloring. Interested on the triple stage alpha blending above and would appreciate a higher resolution node graph to examine closer. It's just a case of experimenting now with different ideas.
I'm having trouble working out the correct combination of nodes to effectively green screen a texture, I've been using 100% magenta as a block color on the UV sheet to indicate a texture I want to be replaced via the shader settings but I've yet to find out a way to convert magenta areas of a sheet into a mask before…
Thanks for this direct response! Might be useful to set up a UDK style community wiki? Just spitballing ideas - I'd love to be able to contribute after stumbling on successful node graph layouts! It's an excellent bit of software and having done basic GLSL before I'm glad I don't have to touch it as much any more. Keep up…
It has an if/else node but it's a little outside my understanding without a flowchart of what I'm trying to get out of it. Not sure how to set the condition to "if this RGB value, set to this RGB value" which is seemingly more complicated than I expected. Honestly just wished the documentation was far more detailed. Edit:…
disclaimer: i havent used shader fx but i presume it has similar options to unreal... i presume you cant do something as simple as an if node? if not then there's a dirty hacky way to do it - multiply your blue and red channels together and you'll have pure white where you had pure magenta. multiply this output by 100 then…