In Unreal's Material Layer system, can I create a Material Layer that adjusts the saturation of the layers below?

Thank you so much for your solution. I finally had time to try it out, and it worked great!

I’ll definitely be looking more into this so I can add other adjustment controls and turn it into more of a fully adjustment layer like you mentioned before.

If you don’t mind, could you kind of explain real fast the breakdown in the image showing how to increase the saturation?

  • I understand the RGB to HSV, then breaking them apart.

  • But why for the “input top layer” do you only mask the ( R)?

  • why do you multiply it by the (G) of the lower layer then add it to the (R) & (B)?

Again thanks so much for taking the time to help!