How I can tint cube map?
Hi. Im trying to do a coated glass.
And stuck in the problem that I can't access a cube map which is used on my model right now. I know that I can use a custom cubemap for that, but the problem is that for different environments it should be different and I want to solve this using only shader logic without any fancy blueprints...
Is there a way somehow access a cube map(s) which is used right now on the model to change its color? Via custom nodes for example or using something else?
How is your cubemap set up? In the skylight or in a custom material? If the latter you could just Overlay Blend the map with a 3 vector parameter.
After a quick google, this guy seems to have gotten a cool coloured spec result using a reflection vector plugged into the emissive: https://forums.unrealengine.com/showthread.php?106525-bismuth-iridescent-material
You could maybe do the same but with your cubemap blended with a tint? And switch the texture parameter holding the cubemap per environment.
Hope it helps!
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