Initially, we begin by preparing the Red-Green-Blue and Alpha channels of a texture and applying a black-and-white mask to each channel in Photoshop. This process is designed to separate the parts we color different from each other, allowing for distinct manipulation within Unity Shader Graph. When incorporating the texture into Shader Graph using the Sample Texture Node, individual channels are extracted. To achieve clean, vibrant colors, the alpha channel is multiplied with each channel, followed by the application of a saturate node. To handle the background, the alpha channel is inverted using a one-minus node. Subsequently, we proceed to multiply these results with the corresponding color node. The R-G-B-A parts are gradually added together, and to prevent color leakage to the background, the alpha part is subtracted from the R-G-B parts. Finally, a blending operation using the screen mode is applied.
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