Hi, is there a way to efficiently average a monochrome texture’s brightness (lightness) and adjust the texture accordingly so that it has a fixed value?
I can kinda do the same by splitting it into spreads, spectrally adding a channel (any one, since it’s a monochrome texture), etc. - but that’s terribly inefficient.
I know little to nothing about shaders, but could they potentially be used to aid this? Or is there a node that would help me that I’m not aware of? Thanks!