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
Select the material's values array
In the panel on the right, click the yellow + button
In the "Select Existing Type" popup, select Vector or Color

If your parameter is a vector, change its name to
BaseColorScale
orHSV_Mod
, then re-select the node in Wolvenkit to see the colour editor
Supporting materials
Paramter: BaseColorScale
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
metal_base_blackbody
Vector
parallaxscreen
Vector
fx_mesh_decal__blackbody
Vector
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