First posting to Playcanvas. I’m not a playcanvas user but I am working with a colleague who is.
I am trying to emulate the blend between a RGB value and a texture map in the editor. I am trying to emulate it in 3DSMAX, to create the same look as it looks in the playcanvas editor.
The code is here:
So, in your case, you have MAPCOLOR and MAPTEXTURE defined. So the math is:
albedoColor = tintColor * diffuseMapColor
So this is a multiplication of the tint on top of the texture? If so, could I use the Photoshop multiply algorithm?
Sounds like it should do the same.
I’ll give that a try. Now to find the Photoshop equation. Any ideas?
This will come in handy: https://github.com/jamieowen/glsl-blend
It includes a collection of .glsl files containing most of the Photoshop blending modes.
Thanks Leonidas, I will check it out. I will also report back with my results, but it may not be till next week.
Thanks again Will and Leonidas.