Hue, saturation, value and sepia adjustment
In your harnessGodot shaderMIT
Adjust a sprite's colours in HSV space (hue rotation, saturation, value), then optionally fade it toward greyscale or sepia, with contrast control, for variants, status effects and old-photo looks.

What it takes and gives
- Shader type
- canvas_item
- Parameters
- hue_shift_degrees (float = 0), saturation (float = 1), value (float = 1), contrast (float = 1), grayscale (float = 0), sepia (float = 0)
- Use it on
- A Sprite2D (or other textured CanvasItem) with transparent space around its shape, assigned to the node as usual.
- Result
- The orange sprite rotated to cool blue and green hues with a little more saturation.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/sprite_hsv_adjust/
Limits. Hue rotation in HSV is not perceptually uniform, so some hues change brightness as they rotate. Greys have no hue to rotate.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 68.7 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
- RGB to HSV hexcone conversion and back, Luminance-based greyscale and sepia toning
- Tags
- godot shader, canvas item, hsv, hue shift, sepia, grayscale, color adjustment
- Identity
library.supply.creative_originals.3821228099271fae2186bc11.30e615db8161d2e2- Version
30e615db8161d2e2387b9248145cc98ff03227cac8eed237c47a73c5a3e245c5
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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