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ShaderBrCoSa

Can be also used as a texture render pass, for two textures.

ShaderBrCoSa Node

Quick Color Adjustments

ShaderBrCoSa (Brightness/Contrast/Saturation) provides intuitive controls for common image adjustments. Unlike complex color mapping, these controls work like familiar image editing tools — adjust brightness to lighten/darken, contrast to increase/decrease tonal range, and saturation to control color intensity.

Reference

The following properties can be configured for this node:

Property Type Description
brightness - brightness amount
contrast - contrast amount
saturation - saturation amount
alpha - alpha amount
average luma - average luma amount
Inlet Type Description
properties properties properties | use message [set <propertyPath> <value(s)>] (without node/<nodeName> at the beginning) to set internal properties
texture texture texture one
texture texture texture two
Outlet Type Description
texture texture texture one altered
texture texture texture two altered

Adjustment Controls

Understanding Each Parameter

Property Neutral Value Effect
brightness 0 Adds/subtracts from all pixel values. Positive = lighter, negative = darker
contrast 1 Multiplies the difference from middle gray. >1 = more contrast, <1 = less contrast
saturation 1 Controls color intensity. 0 = grayscale, 1 = normal, >1 = vivid colors
alpha 1 Controls overall transparency. 0 = fully transparent, 1 = fully opaque
average luma - Reference luminance for contrast calculations

Common Adjustments

Typical Use Cases

Matching projector brightness:

  • Adjust brightness to compensate for projector differences
  • Lower brightness for overly bright projectors

Increasing visual punch:

  • Slightly increase contrast (e.g., 1.1-1.3)
  • Slightly increase saturation (e.g., 1.1-1.2)

Desaturated/moody look:

  • Reduce saturation toward 0 for grayscale
  • Adjust contrast for tonal control

Fade to black:

  • Reduce brightness to darken the entire image
  • Combine with alpha reduction for fade-out effects

Dual Texture Processing

Processing Two Textures

ShaderBrCoSa can apply identical adjustments to two textures simultaneously:

  • Connect textures to both inlets
  • Both outlets provide the adjusted versions
  • Useful for matching color characteristics across texture pairs (e.g., stereo left/right)

Average Luma

Contrast Reference Point

The average luma property sets the luminance value around which contrast adjustments pivot:

  • Contrast expands/compresses values relative to this reference
  • Default uses a standard mid-gray reference
  • Adjust for images with unusual brightness distributions

ShaderBrCoSa vs ShaderColormap

When to Use Each

Feature ShaderBrCoSa ShaderColormap
Controls Simple sliders Per-channel curves
Ease of use Very easy More complex
Precision Good for quick adjustments Full control over response
Best for Brightness/contrast matching Color grading, gamma, LUT effects

Use ShaderBrCoSa for quick, intuitive adjustments. Use ShaderColormap when you need precise per-channel control or complex color transformations.



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Last updated: 2025-12-01 | Edit this page on GitHub