Shader
RGBA
The color_jitter shader enables you to alter the input color by applying a random color variation. For each of the following parameters, you can specify the range of hue, saturation, and gain (HSV) for the random colors. The seed is used to get a different random variation. |
Applies a random color variation using user data linked to data_input. |
Specify the range of a random value to be added to gain. The random value is generated based on "data_input." |
Specify the range of a random value to be added to hue. The random value is generated based on "data_input." |
Specify the range of a random value to be added to saturation. The random value is generated based on "data_input." |
Gives a different color variation. This only affects the randomization due to "data_input." |
Specify the range of a random value to be added to gain. The random value is generated based on the name of a procedural object. |
Specify the range of a random value to be added to hue. The random value is generated based on the name of a procedural object. |
Specify the range of a random value to be added to saturation. The random value is generated based on the name of a procedural object. |
Gives a different color variation. This only affects the randomization due to the name of a procedural object. |
Specify the range of a random value to be added to gain. The random value is generated based on the name of an object. |
Specify the range of a random value to be added to hue. The random value is generated based on the name of an object. |
Specify the range of a random value to be added to saturation. The random value is generated based on the name of an object. |
Gives a different color variation. This only affects the randomization due to the name of an object.
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Specify the range of a random value to be added to gain. The random value is generated based on a primitive id.
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Specify the range of a random value to be added to hue. The random value is generated based on a primitive id. |
Specify the range of a random value to be added to saturation. The random value is generated based on a primitive id. |
Gives a different color variation. This only affects the randomization due to a primitive id.
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The color can be randomized per triangle (Face ID) as well as quadrangle (Uniform ID). |