Thank you for such a thorough response! I think I can port my current shader logic over pretty easily, after reading yours and bac9-flcl's replies. It basically takes a 2D texture and four picked Colors correlated to each RGBA channel, then uses those channels to determine where and how much of each of those Colors to apply to the main diffuse texture. I think that's fairly simple, compared to some of the crazy/amazing things I've seen folks do with shaders. I'm eagerly awaiting your announcement.