Animation Color System
The animation color system is a simple and special sort of 'mask' that lets various effects write into it. When effects write into it, you can enable the 'Animation Color' feature in the effects tab and settle on a color that the animations that write into it will get.
You can choose a static color or a gradient to color the animations.
Each effect determines how 'intense' its animation will be and the animation system will use that intensity to look up what color it should be come using the gradient texture. The intensity also acts as the opacity of the color: an intensity of 0 will mean that no color is applied, where an intensity of 1 means the full animation color is applied.
Animation intensity is clamped between .
General Options
Color Gradient
The color gradient that will be used to map animation intensity to color. The gradient is looked up left-to-right as the intensity increases.
- The left side of the gradient is used when intensity is 0.
- The right side of the gradient is used when intensity is 1.
- RGB values correspond to the color of the animation.
- Alpha is used as the opacity of the animation.
- This gradient does not wrap and is sampled linearly. Filter options on the gradient texture will not affect how it is sampled.
- When there is no gradient texture set, the default value is white.
Gradient Tint
Tints the gradient texture into this color.
When there is no gradient texture set, this tint controls the animation color.
Opacity
The final opacity of the mask and animation color.
This effects the opacity of the mask when writing onto the mask system!
Emissive
Whether or not the animation color will write into the albedo or emission.
Write Into Mask
A mask slot to write the animation color mask. This will write the final remapped value of the animation color mask, not the color of it.
Remap
Allows you remap the intensity, squishing it into a different range.
- The start value will become where the intensity now starts.
- Values before 'start' will become 0 intensity.
- The end value will become where the intensity now ends.
- Values after 'end' will become 1 intensity.
Invert
Inverts the remap, effectively flipping the animation color mask around.