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Version: 10.0

RGBA Color Masking

RGBA Color Masking provides a flexible way to apply different color tints, textures, and normal maps with the main color. This allows the user to seamlessly blend between Materials for situations where the need for blending vertex colors is necessary and for consolidating Detail Normals for greater efficiency.

By default, all 4 channels of RGBA color masking will be set to pure white and 1.0 alpha. Any unused channels should be disabled.

Using RGBA Color Masking​

Usage of RGBA Color Masking can greatly increase efficiency for various types of usage scenarios. Community member Teeh has put together this video that demonstrates how to use RGBA Color Masking, which you can watch below:

Material Properties

Below are the list of properties available to use in RGBA Color Masking.

Mask Type​

Type
Dropdown
Options
TexturedefaultVertex Colors
Type
Dropdown
Options
TextureVertex Colors

Texture​

Use a Texture Mask to set the RGBA Mask. If enabled, it exposes the Masks slot.

Vertex Colors​

Use the mesh's Vertex Colors to set the RGBA Mask.

Linear Vertex Colors Recommended

When using Vertex Colors as the RGBA Mask, make sure the Color Attributes on the Mesh are in Linear Color so that the shader can accurately read them.

Masks and Maps​

Masks​

Type
Texture Slot
Accepts
Data texturesRGB Off

Slot for the masks that you wish to use for your RGBA Masking. This will only be exposed when Mask Type is set to Texture.

info

This slot is only exposed when Mask Type is set to Texture.

Metallic Maps​

Type
Texture Slot
Accepts
Data texturesRGB Off

Slot to use for Metallics & Smoothness effect on your RGBA Masks. Use this for the Metallics mapping in each channel.

Smoothness Maps​

Type
Texture Slot
Accepts
Data texturesRGB Off

Slot to use for Metallics & Smoothness effect on your RGBA Masks. Use this for the Smoothness mapping in each channel.

Channel Module​

Documentation Info

The following properties below will appear for each Channel you are customizing. We will refer to them as "Channel" on this Documentation. This means the word "Channel" would be the RGBA Mask Channel, such as Red, Green, Blue, or Alpha.

Channel​

Type
Toggle

Enables the mentioned Channel to be used.

Scale & Offset​

Type
Float4
Default
X1Y1Z0W0

Determines both the Scale and Offset of the affected area.

CoordinateFunction
XScale on the X-axis
YScale on the Y-axis
ZOffset value on the X-axis
WOffset value on the Y-axis

Color Blend​

Type
Dropdown
Options
ReplacedefaultDarkenMultiplyLightenScreenSubtractAddOverlayMixed

Choice of Blend mode you wish to use for this channel.

Normal Blend​

Type
Vector Toggles
Buttons
XBaseYRedZGreenWBlue

These button toggles control how the Normal Map blends with the Base, also defined by your RGBA Mask.

If all is turned off, it will overwrite the Normals already existing on your Base with the one defined instead. Channels following it will override it from one another.

If Base is enabled, it will combine the bump Normal with the Base Normal of your Material, if defined.

If a Color channel is enabled (Red, Green, or Blue), it will combine the bump Normal in the channel with the Normals defined in the selected Color channels.

note

Only RGBA Channels that are above one another (in descending order) can blend Normals with one another. See Table below for what the shader will allow:

RGBA ChannelsBaseRedGreenBlue
Red✅❌❌❌
Green✅✅❌❌
Blue✅✅✅❌
Alpha✅✅✅✅

Color​

Type
Color

Set the Color of the Channel to use.

Texture​

Type
Texture Slot
Accepts
Color texturesRGB On

Texture to use for the Channel masked area. This is pure white by default, if a texture is not defined.

Normal​

Type
Texture Slot
Accepts
Normal mapsRGB Off

Normal Map texture to be used for the Channel masked area.

Normal Intensity​

Type
Range
Range
0to10

Intensity for the Normals in your mask, if defined.

By default, a standard Normal intensity would be 1, for reference.

Emission Strength​

Type
Range
Range
0to20

Set the Emission strength to the masked area. High values can create a "bloom" effect in worlds with Post Processing.

Metallics & Smoothness​

Type
Toggle

Enables the usage of your Metallic Map and Smoothness Map to be used in the Channel, if defined.

Custom Sampling​

Type
Toggle
Shown when

Metallics & Smoothness is enabled

If enabled, exposes more options for sampling your Metallic Maps and Smoothness Maps.

Tiling/Offset​

Type
Vector4
Default
X1Y1Z0W0
Shown when

Custom Sampling is enabled

Sets the Tiling and Offset for the custom Metallics & Smoothness sampling.

UV​

Type
Dropdown
Options
UV0UV1UV2UV3PanosphereWorld PosLocal PosPolar UVDistorted UVMatcap
Shown when

Custom Sampling is enabled

Sets the UV to use for the custom Metallics & Smoothness sampling.

Stochastic Sampling​

Type
Toggle
Shown when

Custom Sampling is enabled

Turns on Stochastic Sampling for the Metallics & Smoothness sampling.

Panning​

Type
Vector2
Shown when

Custom Sampling is enabled

Sets panning intensity on the Metallics & Smoothness sampling.