Imagine a sphere collision that I can drag around a desaturated map, whenever it collides with a part of an object, it will give it colour basically, but only within that collision radius. So anything outside even if it is one object, will be desaturated.
I am trying to create this pulse which will bring color to a desaturated world starting from an origin point and then radially travelling out.
Basically anything in that collision area will have color, anything outside it won’t. I know I can do a simple lerp or desaturation for objects inside the collision, but I am talking about bigger objects, like for example a hill, where color travels from the peak to the bottom
You put an instance of the material in the ‘post process material’ section of the PP volume. Currently it only works from the center of the map ( 0,0,0 ):