
In this series you'll get straight to the point Material Editor setups you'll commonly have to use to make changes and adjustments to your textures.
UE5 Material Editor Essential Setups Includes:
Let's get started!
Tinting or changing the color of an Albedo texture is a common technique for creating variations of the Base Color without adding more textures.
One of the simplest and most efficient ways is to use a Multiply node combined with a Constant3Vector parameter then adjust it in a Material Instance.
Here is the setup:

Important Notes:
Adjusting brightness of an Albedo (Base Color) texture allows you to make materials appear lighter or darker without modifying the original texture.
The setup uses Multiply node with a Constant1Vector parameter, which you can then control through Material Instance.

Important Notes:
Controlling the saturation of an Albedo (Base Color) texture lets you make Materials more vibrant or shift them toward grayscale.
The key node for this is the Desaturate node, which allows both desaturate and saturate.
Option 1:

Option 2: Invert Behavior (Higher = Saturate)
It'll make more sense to increase the value to saturate and decrease the value to desaturate. For this you'll need to invert the Constant1Vector parameter using 1-x node.

Important Notes:
Let's combine all the controls from above for single Albedo (Base Color) texture. This one setup will include tinting the color, adjusting brightness/darkness and controlling saturation/desaturation all in one Material.

Very often you'll be blending 2 textures using a Lerp. The values that are being used to blend between will be controlled by a black and white mask.
Low-contrast mask results in soft, muddy transitions where the two textures bleed into each other. To fix this without replacing the mask texture, you can add dynamic contrast control directly in the Material using the Cheap Contrast node. This lets you push black values darker and white values brighter for sharper separation, all adjustable through Material Instance.

Important Notes:
You've now created and applied your first Material Instance in UE5, with parameters for Base Color, Roughness and Normal Map textures. To go deeper, check out comprehensive "UE5 Master Material Creation" tutorial course.
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