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How I can tint cube map?

Hi. Im trying to do a coated glass. alt text

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?

Product Version: UE 4.16
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asked Jul 26 '17 at 12:06 PM in Rendering

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FishMan
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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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answered Jul 27 '17 at 05:45 PM

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Kibblesticks
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avatar image FishMan Jul 30 '17 at 01:47 PM

Thanks for the answer, but this is not quite what I am looking for...

I want not to use custom cube map at all. With custom cubemap it is pretty easy - I just can subtract numbers from it and get a similar realistic result then plug it into the emissive slot. But as I said this works only for the environment where this cubemap was taken. In different environment (night setup for example) it may look very foreign. Also it doesn't count SSR.

So I am looking for something dynamic, but without any blueprints. For example: tint reflection that engine uses when rendering the model.

Hmmmmm, suddenly an idea visited me... Can I use post-process for this? If I subtract diffuse from composed frame will I get reflection pass?

If it work I can tint it, add result back to diffuse and plug it in emissive slot... It may work. I will try later...

UPD: Um, nope it doesn't work right... (((

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