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

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
brightnessto 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
saturationtoward 0 for grayscale - Adjust
contrastfor tonal control
Fade to black:
- Reduce
brightnessto darken the entire image - Combine with
alphareduction 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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Quick Start
Get started with ShaderBrCoSa in minutes
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Complementing ShaderBrCoSa
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Tutorials
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Community
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Last updated: 2025-12-01 | Edit this page on GitHub