Can somebody explain "Tint Map" please?

Hello…

I was wondering… coud somebody explain what is a tint map and what’s it used for?

I have a definition from a friend, which is like: grayscale map to define the areas on the texture which will be colored by the engine dynamically…

Okay i know it shoud be greyscale map, but how coud i know what value (of the greyscale) shoud i put on if i have blue shirt, or this have to be tested in the engine?

Does Unity support tint maps?? For example if i want to make one surface wet in realtime, can i use tint map for that??

Thanks :slight_smile:

I’ve never heard of a tint map, maybe someone more knowledgeable can answer that.

My game ( http://speedboatsim.com) will let you change the colors of various parts of the boat. I do it by changing the color of the albedo map in the materials on the boat. The color is just an RGB value, so if you have the actual map color as white, when it gets multiplied by your color it will turn it red or blue or whatever. Not sure if that’s what you’re looking for, but it’s not too hard to do.

As for changing it to wet, all of the values in the material can be set through scripting just like the color can be, so if I wanted to do it I’d probably fiddle with that stuff. Maybe someone else will have a more comprehensive answer.

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To be slightly more specific, what I have is a default material that serves as a base. When the game starts, it creates a second copy of that material and assigns it to the boat. This second material is where I change the color value on the albedo map. This way you’re not changing the color or other values in the original material. It’ll stay white.

Yes it’s kinda what you are doing but with mask. I have figured it out, the Tint maps is just ised to mask which parts you want to change color of. So if there is a character with pants and shirt and you want to be able to adjust the color of the shirt in the game, there have to be tint map with white on the shirt and black on the rest of the texture. This way the tint can be multiplied to the color and a new color can be added above the tint, to change the base color of the character…

Thanks for the info…
cheers :slight_smile: