You don't lerp. You index into the array using the grayscale value of the pixel. If the pixel has a value of 0.4 it uses the color 40% along the array You can take this sort of thing quite a long way if you move out of RGB space. Eg. In hsv space you can remap or replace just the hue component of a color image . I've built…
Yeah that's my guess aswell. You can have a look a this video, he's setting indexes for a normal maps array instead of colors but it's the same principle https://youtu.be/avZ26yW2KBw?list=PL78XDi0TS4lEBWa2Hpzg2SRC5njCcKydl&t=1047
that's quite neat - I mucked around with something similar that made use of texture arrays a little while back but abandoned it because there simply wasn't time to go back and add vertex color/textures to the meshes involved. Should work brilliantly if you plan your work out ahead of time though