Context:
I have an Arch Viz scene in UE 5.3, where I’m utilizing Cesium for Unreal to generate the landscapes around my custom-built environment. I’ve followed through this Tutorial on Cesium’s website to add material effects on top of the Google-generated landscape. All of that makes sense and works great when I want to apply overlay/highlight effects.
My issue is that the overall color of the Google landscape is a bit washed out, and I want to increase its saturation a bit. Only there isn’t a way (from what I can tell) to target its diffuse textures because there don’t seem to be any I can find withing the content browser. I have no idea how Cesium brings in and applies Google’s textures for the vast landscapes it generates. I’m guessing it’s some kind of procedural method.
So, to my question in depth:
Within a material layer, is it possible to create one that I could use to adjust the saturation to those below without sourcing a texture or anything? If so, what nodes could I utilize for this? Or do you have any ideas as to how I could approach this?
One thought I had was to source a 3 constant vector (color) somehow, but I’m not sure how to complete that connection to affect saturation and not just brighten things up.
I’m still learning Unreal’s material blueprint system, and it’s a vast set of nodes, so I’m drawing a blank here. Haha. All the tutorials I’ve found so far utilize texture inputs, which doesn’t help me much.
Thanks!