I’m trying to make a generic “metal” material for various physical states (brushed, burnished, polished, etc) that will work with just about any rgb value for a base color.
The issue I’ve run into is that there doesn’t seem to be a way to shift the hue of a texture to a specific value - so I end up with a burnished copper that looks like:
when modifying the starter content material for burnished steel to accept a parameter for the base color macro.
I know the starter content comes with a copper teture which would yield:
but ideally I’d like this to be able to function on a wide range of the RGB spectrum in order to achieve different looks for different alloys.
Is there a way to shift a texture’s average HSL to match that of an input color within the material editor?