A short guide in inverting the color of specific areas in your game

This is something I discovered months ago but I never really told many people about it apart from some friends. Basically if you add a Highlight with negative FillTransparency, you get some really funky effects. Because of these results, we get the ability to create some weird filters with highlights.

So to do what I just promised in the title, first start off with a regular part with the following properties:

  • Material to Glass
  • Transparency to 1

After that, add a Highlight with the following properties:

  • FillColor to 127, 127, 127
  • FillTransparency to -1

After doing so, you’ll receive these results:

This trick makes everything behind it completely inverted, and an even cooler thing to know is that it completely reverses the effects of an inverted ColorCorrectionEffect

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What the dummy doing

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wait this is actually insane, thank you for posting this

This post and a similar one had me thinking, someday, all of these cool glass tricks are gonna be patched with no alternative, and only the niche amount of people that knew how to do this stuff will be mad.

In the meantime, ZA WARUDO!

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Even if they do patch this “Glass” material bug, the inverted Highlight can still be used just fine. You can even make some cool inverted meshes with them.

Sonic from Sonic Adventure being inverted in real time, no way…

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A bit off topic, but what gives glass so many unique properties such as this and the distortion effect?

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I don’t know, probably something to do with how it works internally and how different the material works compared to other static materials.

Glass material is only used here because if you try to use a highlight on a completely transparent part, it will just completely hide the Highlight. But for some reason if the part is completely transparent with the Glass material, the Highlight will still persist.

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i’m so grateful this isn’t being gatekept

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