Sorry for the delay. How exactly are you setting up the blend mode? Feel free to upload a screenshot. The way color dodge is calculated in UE4, you will need to make sure the texture and color are added in the proper order.
With this, I get the same color dodge effect that Photoshop uses except the saturation level will be a bit different. You will need to adjust the saturation to get UE4 to match Photoshop exactly.
Thank you for your reply. I’ve actually managed to figure it out. It was really simple to be honest, I just was struggling to get one sprite to work with others in the scene. I’ve solved it by just using SceneColor as a base.
If anyone will have the same question here how it looks like:
Basically I am making a color dodge based on Transparency values.
To use this with the UE4 color dodge blend, first I had to replace all the transparent data with black background which essentially makes no color dodge . I did this in UE4 by inverting my alpha channel then Lerp’ing to black.
After applying the color dodge it has a very strange effect without any alpha information, but at least it is color dodging correctly.
To fix this, I then Lerp’ed to my original background using the alpha of my intended color dodge image, and voila. Works as expected.
(minus the intensity not being as much as I expected, but this could be due to some differences in how I made my menu animation in photoshop versus Unreal; I unfortunately am lacking some workarounds for the photoshop Adjustment layers still)
You need to use black color information to represent no color dodging. Then you can Lerp between the color dodge effect and any transparency information you needed to use