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Color Modulation: Difference between revisions

From Mii Technical Wiki
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For textures where only one color replacement is needed. The red channel is colorized.
For textures where only one color replacement is needed. The red channel is colorized.


Used by: ShapeBeard, ShapeNose, ShapeForehead, ShapeHair, Fill
Used by: [[Beard (model)|Beard (shape)]], [[Nose]], [[Forehead]], [[Hair]], Fill


<syntaxhighlight lang="c">
<syntaxhighlight lang="c">
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=== Texture Direct ===
=== Texture Direct ===
For textures where no color modulation is required. The texture is “passed through” the shader with no modifications.
For textures where no color modulation is required. The texture is “passed through” the shader with no modifications.
Used by: FaceMake, ShapeFaceline, ShapeMask<syntaxhighlight lang="c">
Used by: FaceMake, [[Faceline]], [[Mask]]<syntaxhighlight lang="c">
rgb = TextureRGB
rgb = TextureRGB
a = TextureA
a = TextureA
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=== Rgb Layered ===
=== Rgb Layered ===
For textures where multiple colors need to be filled.  
For textures where up to two colors need to be filled.  


Used By: Mouth, Eye
Used By: Mouth, Eye
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For textures where there is a single color that needs to be filled, and an alpha channel.
For textures where there is a single color that needs to be filled, and an alpha channel.


Used by: Mustache, Eyebrow, Mole, FaceLine, FaceBeard, ShapeNoseline
Used by: Mustache, Eyebrow, Mole, FaceLine, FaceBeard, [[Noseline]]


<syntaxhighlight lang="c">
<syntaxhighlight lang="c">
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For textures that need to fill two colours, and alpha
For textures that need to fill two colours, and alpha


Used by: ShapeGlass
Used by: [[Glass]]


<syntaxhighlight lang="c">
<syntaxhighlight lang="c">
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Single-channel modulation with an opaque background.
Single-channel modulation with an opaque background.


Used by: ShapeCap
Used by: [[Hat]] (Referred to as ShapeCap here)


<syntaxhighlight lang="c">
<syntaxhighlight lang="c">

Revision as of 09:07, 24 September 2025

Color modulation is the process in which a texture is modified to add color. There are various strategies used by face libraries. In general, textures are split into color channels, and each channel is filled with a respective color.

Modes

There are 6 modes used in FFL.[1]

Constant

For textures where only one color replacement is needed. The red channel is colorized.

Used by: Beard (shape), Nose, Forehead, Hair, Fill

rgb = ColorR
a = 1.0

Texture Direct

For textures where no color modulation is required. The texture is “passed through” the shader with no modifications.

Used by: FaceMake, Faceline, Mask

rgb = TextureRGB
a = TextureA

Rgb Layered

For textures where up to two colors need to be filled.

Used By: Mouth, Eye

rgb = ColorR * TextureR + ColorG * TextureG + ColorB * TextureB
a = TextureA

Alpha

For textures where there is a single color that needs to be filled, and an alpha channel.

Used by: Mustache, Eyebrow, Mole, FaceLine, FaceBeard, Noseline

rgb = ColorR * TextureR
a = TextureR

Luminance Alpha

For textures that need to fill two colours, and alpha

Used by: Glass

r = ColorR * TextureG
a = TextureR

Alpha Opaque

Single-channel modulation with an opaque background.

Used by: Hat (Referred to as ShapeCap here)

rgb = ColorR * TextureR
a = 1.0

References