Tinting textures in Wolvenkit

How to colour your clothing item without adding extra textures

Summary

Created: Jul 18 2025 by mana vortex Last documented update: Jul 18 2025 by mana vortex

This page will show you how to create colour variants of textured materials without recolouring textures.

The problem

Who doesn't know it? You have a textured shirt, and you want to create multiple colour variants.

Most game engines "solve" this by including a different-coloured texture. This leads to huge mod files and bad performance and thus, we do not like it.

Fortunately, Cyberpunk materials are smarter than this.

The solution

Many shaders offer a parameter to tint textures on-the-fly by setting a material property:

As you can see, both materials are using the same textures — the tinting happens via BaseColorScale parameter. You can use that to avoid texture duplication.

See Supporting materials for a list.

How to add the parameter

  1. Select the material's values array

  2. In the panel on the right, click the yellow + button

  3. In the "Select Existing Type" popup, select Vector or Color

  1. If your parameter is a vector, change its name to BaseColorScale or HSV_Mod, then re-select the node in Wolvenkit to see the colour editor

Supporting materials

Paramter: BaseColorScale

Material
Parameter type

cyberware_animation

Color

device_diode

Color

devide_diode_multi_state

Color

metal_base_alpha_animated

Vector

metal_base_atlas_animation

Color

metal_base_glitter

Color

blackwall_blendable_metal_base

Vector

3d_map_cubes

Color

3d_map_terrain

Color

cable

Vector

cloth_mov

Vector

cloth_tarps_pbr

Color

cloth_tarps_pbr_no_vat

Color

cloth_wind_proxy

Vector

decal_forward

Color

decal_terrain_projected

Vector

earth_globe

Color

emissive_control

Color

glass_cracked_edge

Vector

ice_ver_mov_translucent

Color

lights_interactive

Vector

metal_base_bink

Color

metal_base_det

Vector

metal_base_det_dithered

Vector

metal_base_dithered

Vector

metal_base_gradientmap_recolor

Vector

metal_:base_parallax

Vector

metal_base_trafficlight_proxy

Vector

neon_parallax

Vector

presimulated_particles

Color

proxy_ad

Color

q116_mikoshi_floor

Color

q202_lake_surface

Color

road_debug_grid

Color

speedtree_3d_v8_onesided_gradient_recolor

Vector

spline_deformed_metal_base

Color

vehicle_lights

Vector

ver_mov

Color

ver_skinned_mov

Color

ver_skinned_mov_parade

Color

windows_parallax_interior_proxy_buiffer

Color

window_very_long_distance

Color

worldspace_grid

Color

Parameter: HSV_Mod

Material name
Parameter type

metal_base_blackbody

Vector

parallaxscreen

Vector

fx_mesh_decal__blackbody

Vector

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