Overview
Use this node when you want a color to change over time: a damage flash from white to red, a treasure chest glinting, a background slowly shifting to sunset colors. Line up the colors you want inside this node, then move Position â that's all. Colors can't be keyframed directly, so this node is the entry point for color animation.
Usage tips
- Typical wiring: attach an animation to Position with the đď¸ button
(motion or keyframe), then connect the
coloroutput to the pin of the color parameter you want to animate. Tip: pressing đď¸ on that color parameter creates this whole setup automatically. - For just two colors, the
Color A/Color Bparameters are enough â nocolorsconnection needed. To pass through three or more colors, line them up withpalette_createand connect tocolors. - Timing tricks such as "hold the original color, then snap to the target near the end" belong in the keyframe curve attached to Position, not in the color list.
- Step mode plus a repeating motion (ping-pong etc.) switches through the colors in order â good for blinking lights and signals.
Common pitfalls
- Muddy in-between colors: smooth mode usually blends cleanly, but opposite colors (red â green, etc.) can dull out in the middle. Add the color you want to pass through as an extra stop.
- The last color never shows in step mode: the colors split Position's 0-1 range evenly. If Position never reaches 1.0, the last color is never picked â check the range of whatever moves Position.
Related nodes
motion/keyframe_clipâ move Position (when and how fast the color changes)palette_create/palette_getâ prepare the colorspalette_cycleâ rotate a whole palette (the classic technique, when you want to move the entire palette rather than one color)color_adjust_oklchâ fixed color correction without animation