This is easy enough to do. If you open the custom node you see that it is only using the R channel, but you can instead return the entire float4 texture value if you modify the shader code in the engine folder. This is taken from my common.usf file:
//** Tex **// Input Texture Object storing Volume Data
//** inPos **// Input float3 for Position, 0-1
//** xsize **// Input float for num frames in x,y directions
//** numFrames **// Input float for num total frames
float4 PseudoVolumeTextureColour(Texture2D Tex, SamplerState TexSampler, float3 inPos, float xsize, float numframes)
{
float zframe = ceil( inPos.z * numframes );
float zphase = frac( inPos.z * numframes );
float2 uv = frac(inPos.xy) / xsize;
float2 curframe = Convert1dto2d(xsize, zframe) / xsize;
float2 nextframe = Convert1dto2d(xsize, zframe + 1) / xsize;
float4 sampleA = Tex.SampleLevel(TexSampler, uv + curframe, 0);
float4 sampleB = Tex.SampleLevel(TexSampler, uv + nextframe, 0);
float sampleLen = length(sampleA.xyz)*length(sampleB);
float4 sample = lerp( sampleA, sampleB, zphase );
if(sampleLen < 0.01){
sample.a = 0;
}
return sample;
}
Then you have to update the logic of the custom node in your picture to use all 4 channels. I am using it differently so I cant just give you mine. My project is open source so you can check it out to try to get an idea of how I am using it, but it will not be compatible with that material.
GL