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We've seen how to use masks to drive the appearance of a material in the previous section. With that said, there's a limitation to that technique with regards of masking—having three or four different channels per texture means that we can have as many masks per image at most. Even though this is sometimes enough, there are always situations where we are bound to want more masks. In those situations, we can either use another image (which would give us three or four extra masks) or use a different technique—color masking.

That last method is one we haven't explored, as it isn't native to Unreal, but it can certainly be useful. The only thing we need to do is have a color texture where each individual color masks an area we want to operate on, as in the following screenshot:

The idea is to color pick from the colored texture the areas that we want to apply a certain effect on. If this is of interest, you can find more information about that at the following link: https://answers.unrealengine.com/questions/191185/how-to-mask-a-single-color.html.

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