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Palette swap by colour keys

In your harnessGodot shaderMIT

Recolour sprites at run time: up to three source colours are matched within a tolerance and replaced by target colours, optionally keeping the original shading, for team colours, skins and enemy variants.

Render of Palette swap by colour keys
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
canvas_item
Parameters
key_1 (vec4 = 0.95, 0.6, 0.25, 1), target_1 (vec4 = 0.25, 0.8, 0.75, 1), key_2 (vec4 = 0.85, 0.35, 0.3, 1), target_2 (vec4 = 0.2, 0.45, 0.9, 1), key_3 (vec4 = 0.55, 0.2, 0.35, 1), target_3 (vec4 = 0.15, 0.15, 0.45, 1), tolerance (float = 0.16), softness (float = 0.1) and 1 more
Use it on
A Sprite2D (or other textured CanvasItem) with transparent space around its shape, assigned to the node as usual.
Result
The orange, red and purple sprite recoloured to teal, blue and navy.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/sprite_color_key_swap/

Limits. Matching is by RGB distance, so similar colours elsewhere in the sprite can be caught; author sprites with distinct key colours. Three pairs per material.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 72.8 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
Checks
contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
Techniques
Colour keying by RGB distance with soft tolerance, Shading preservation by luminance ratio
Tags
godot shader, canvas item, palette swap, recolor, sprite, team colors, 2d
Identity
library.supply.creative_originals.5a5a3030d71279f3f3b20832.a63219fa941f7d22
Version
a63219fa941f7d2297a7bf067823f88116b12bba572cbdea9f774d6414da4eae

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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