> For the complete documentation index, see [llms.txt](https://docs.shadersource.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.shadersource.io/assets-and-plugins/texture-tools/how-to-use-5.4+/quick-tutorials/tutorial-modify-texture.md).

# Tutorial: Modify Texture

This guide provides a detailed walkthrough for using the **Modify Texture** job. This is a powerful utility job that allows you to perform a wide range of adjustments to a single texture, including transformations, color corrections, and making textures seamlessly tileable.

## 1. Setting Up the Modify Texture Job

1. In the main **Texture Tools** window, click the **Add Job** button.
2. From the dropdown menu, select **Job: Modify Texture**.
3. A new "Modify Texture" job will be added to the job queue. Select it to see its properties in the Details panel.

<figure><img src="/files/0X3vnCyGTxiqqropCZlv" alt=""><figcaption></figcaption></figure>

## 2. Providing the Input Texture

The Modify Texture job operates on a single input texture.

* In the **Input** viewport on the left, drag and drop the texture you wish to modify from the Content Browser into the **INPUT TEXTURE** slot.

<figure><img src="/files/oxkJpE6B4B9gSU4boSB7" alt=""><figcaption></figcaption></figure>

## 3. Configuring the Modifications

All the settings for this job are located in the **Input Settings** category in the Details panel. They are grouped into several sub-categories.

### Seamless Tiling

This section allows you to make a non-tiling texture seamlessly repeatable.

* **Enable Seamless Tiling:** Check this box to activate the seamless tiling algorithm.
* **Blend Width:** Controls the softness of the blend at the texture's edges. Higher values create a smoother, more gradual transition.
* **Height Lerp Amount:** Uses the brightness of the texture to influence the blend, which can help hide seams on textures with clear height differences.

<figure><img src="/files/CfUH98i3wk5UjBBujAWm" alt=""><figcaption><p>Tile a non-tiled texture seamlessly</p></figcaption></figure>

### Transform

This section contains all the tools for rotating, scaling, and positioning your texture.

* **Correct Normal Map Rotation:** **IMPORTANT!** If you are rotating a normal map, you **must** check this box. It correctly inverts the green channel to ensure the lighting information remains accurate after rotation. This will disable the "Seamless Tiling" option.
* **Tile Amount:** Repeats the texture within the frame. A value of `2` will tile the texture twice horizontally and vertically.
* **Rotation (Degrees):** Rotates the texture clockwise by the specified amount.
* **Scale (X/Y):** Stretches or squashes the texture. `X=1, Y=1` is the original scale.
* **Flip Horizontally / Vertically:** Flips the texture along the corresponding axis.
* **Shift (U/V):** Moves the texture's position. A value of `0.5` in X will shift the texture halfway across the frame.

<figure><img src="/files/Y7IXnHma2l3hVgBM5Z2Q" alt=""><figcaption><p>Correctly rotate a normal map texture</p></figcaption></figure>

### Color Adjustments

Use these settings to alter the look and feel of your texture's colors.

* **Contrast:** Increases or decreases the difference between light and dark areas.
* **Preserve Color on Contrast:** Prevents colors from shifting hue when adjusting contrast.
* **Invert Color:** Inverts all colors in the texture.
* **Hue Shift (Degrees):** Rotates the colors around the color wheel.
* **Color Overlay:** Tints the entire texture with the selected color. The alpha value of the color swatch controls the intensity of the overlay.

<figure><img src="/files/Hs8RzGQtmVBCMsmKyR9i" alt=""><figcaption><p>Apply a sepia tone to a texture using the Color Overlay.</p></figcaption></figure>

### Opacity

These settings modify the texture's alpha (transparency) channel.

* **Opacity Power:** Adjusts the curve of the alpha channel. Values greater than 1 make the alpha more opaque, while values less than 1 make it more transparent.
* **Opacity Multiply:** Multiplies the overall alpha value, making it brighter or darker.
* **Floor Opacity:** Clamps all alpha values to either 0 (fully transparent) or 1 (fully opaque), creating a hard-edged mask.

## 4. Generating the Modified Texture

1. Once you have configured your input and settings, ensure the **Modify Texture** job is selected in the job queue.
2. Click the main **Run Selected Job** button.
3. The tool will process your texture with all the selected modifications. The new texture asset will be saved to the path specified in the **Generate Settings** category.


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