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  • Titanfall 2 Modding Guide
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  • Gamma
  • Solid color
  • Models
  • Additional Model Parameters
  • Caveats

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  1. Documentation
  2. Textures
  3. Shader

$color

$color is a material shader parameter available in all Source games. It independently scales the red, green and blue channels of an albedo.

Previous$basetextureNext$reflectivity

Last updated 5 years ago

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$color is a parameter available in all Source games. It independently scales the channels of an . There are two ways of expressing a value:

$color "[ <float> <float> <float> ]"
$color "{ <int> <int> <int> }"

The default is or .

Gamma

Course uses a gamma correction of 2.2 by default. This must be taken into account when attempting to adjust the color of a texture to match some other color in a screenshot (for example, when trying to match the color of the bottom of a skybox material to the color of fog in the map). This is done by raising the initially calculated scale to the power of 2.2 before setting the $colorvalue for your material. For example, if the sample (target) color in a screenshot is 120, the color of your texture at the point of interest is 240, and you want the two colors to match, you need to compute the scale for your material as (120/240)2.2=0.218(120 / 240) ^ 2.2 = 0.218(120/240)2.2=0.218 (not 0.5, as one might expect).

Tip: Don't try to recreate a texture through a screenshot. is free.

Solid color

This parameter can be used without an to display a solid color without the need of a texture (except a ). As well as a small saving in performance and memory footprint, can be used to completely change the material's color at run-time if desired.

In this scenario, "[1 1 1]" is pure white.

**Tip:**If the material is representing empty blackness, you will probably want to use the shader to prevent it from ever becoming grey.

Models

A variant of $color named $color2 is specific for use with . It works the same way as $color but for use on models.

$color2 "[ <float> <float> <float> ]"
$color2 "{ <int> <int> <int> }"

Additional Model Parameters

Enables the use of an alpha mask to define areas on the model to tint. Uses the alpha channel of the $basetexture.

Prevents the model's material from being tinted by $color2 or rendercolor.

Caveats

$blendtintbybasealpha <> (New with Left 4 Dead) (Also in Source 2013)

Bug: Incompatible with and .

$blendtintcoloroverbase <> (New with Team Fortress 2)

Sets the amount to replace with solid color. A value of '0' will be full tint while a value of '1.00' will replace the in the mask area with the color defined with $color2. Default value is '0'.

**Note:**This parameter is not available in and .

$tintmasktexture <> (Only in Counter-Strike: Global Offensive)

Use a separate texture as a mask for color tinting instead of the 's alpha. Only the green channel is used for tinting.

<> (New with Left 4 Dead)

<> (Only in Counter-Strike: Global Offensive)

Prevents the model's material from being tinted by $color2 or rendercolor. Replaces $allowdiffusemodulation in .

$color2 is incompatible with the use of , as it will override the glow properties used by both $selfillum & $selfillummask. Use the $selfillumtint command to adjust the glow so it properly appears.

Source:

boolean
$alphatest
$translucent
float
albedo
texture
$basetexture
$allowdiffusemodulation
boolean
$notint
boolean
$selfillum
https://developer.valvesoftware.com/wiki/$color
material
shader
red, green and blue
albedo
albedo
GCFScape
albedo
%tooltexture
material_modify_control
UnlitGeneric
VertexLitGeneric
"[1 1 1]"
"{255 255 255}"