Shader Mixer - What brick can I use to increase the contrast of a texture input.

I need to take a grayscale texture input and adjust the contrast on it within the shader, but I couldn't find anything that looked like a contrast brick/function like unreal would have. What brick can I use to increase the contrast of a texture input within the shader? I need to do it within the shader network, not any other way like editing the actual image.  

Comments

  • Oso3DOso3D Posts: 15,045
    edited June 2018

    Maybe multiply it by itself?

    i think I’ve gotten good results running it through Pow (raise it to some power, set it up to be adjustable at first until you find a value you like ) 

    Post edited by Oso3D on
  • FalcoFalco Posts: 241
    Oso3D said:

    Maybe multiply it by itself?

    i think I’ve gotten good results running it through Pow (raise it to some power, set it up to be adjustable at first until you find a value you like ) 

    Yea, that's the best results I've found so far, but the issue is every time you increase the power it darkens it and, you have to multiply it by additional numbers to keep the brightness consistent, and that consistent output is important when using it as a mask  And since it requires increasing the brightness exponentially, it's not very intutive to the user.  Contrast nodes in other programs tend to use pretty complicated math that uses slope etc which is out of my league to try to recreate, so I was hoping there was a brick that replicated something similar. 

  • Oso3DOso3D Posts: 15,045

    Blend color, using Overlay with image plugged into both inputs? Overlay is a popular photoshop contrast enhancer...

  • FalcoFalco Posts: 241
    edited June 2018
    Oso3D said:

    Blend color, using Overlay with image plugged into both inputs? Overlay is a popular photoshop contrast enhancer...

    On blend color, how do you sent the blend mode to overlay?

    Never mind, figured it out. 

    Post edited by Falco on
  • FalcoFalco Posts: 241

    After testing, just using the same power to affect both the brightness and the power seemed to work.  Thanks.  

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