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Enhancement: let $hsv in pbr shader use alpha of $basetexture as mask
Which component should be improved?
Render
Describe your suggestion
let $hsv in pbr shader use alpha of $basetexture as mask, the darker the alpha the less influence $hsv has on $basetexture
This sounds similar to $blendtintbymraoalpha, which uses the MRAO alpha channel as a $color tint mask.
$hsv_blend does already use MRAO alpha as mask.
Closing per scell's comment.