Basecolor grayscale for tint + extra color details. How to?

Sup folks! :slightly_smiling_face:

Found this intheresting article:

The goal is to have a 1 single RGB (optionally +A) texture, where we keep “base” part of the texture as grayscale which allow us to tint it to any color we want, but in the same time we add some unique colored details.

Here’s the basic logic from the article:

Unfortunately the substance graph which they provide as a screenshow are unreadable, and i cant repeat their steps in Photoshop simply because i dont have it. So i make some experiments and
It leads me to this graph in unreal:
On the left - original texture
On the right - texture where “basecolor” was tinted to brown

It kind of works, i guess(?) but im not really sure im done it correctly. Honestly im never done such types of shaders, so maybe there’s some other more common options for such tasks which i simply doesnt know yet?

Currently the things which i feel are a bit odd and probably a result of my mistakes:
I need to really crank up the values in the lerp, where A goes negative, because otherwise there is some sign of grayscale texture (probably compression artefacts?)

Also:
I run a test with a real case texture which was made in a traditional way. I.e i set some base color, adding slight color variations, addingcolor details such as dirt and dust.
Rebuilding those texture to those pipeline shown what such color details as brownish dirt/dust are kind of losted and become simply gray’ish/dark color or start to look a bit wierd with a mask and too sharp.
Further tests kind of prove what tweaking all colored details values are almost get me to original texture look, but the new color values for color details itself are clearly odd if we compare them to traditional texturing.
So again, it looks like i may doing something wrong or i expect too much from this pipeline.

The original workflow was conceived to address a very specific problem, are you trying to solve the same issue? In my experience, this sort of approach tends to sacrifice a lot of color depth so I’d use an approach more specific to my needs.
Maybe this has something that could help you? The Team Color Problem. Team coloring or otherwise modifying… | by Ben Golus | Medium

Ops, a bit late reply, sorry.

Well, it looks so. I guess i was just expecting too much from it, but the more subtle color details i want to “save” with this technique, the more color depth and compression artefacts are appear.
I guess its better to keep this technique only for really specific cases.

Not really, such techniques are obvious, but involving a separate masks are the thing which i was wanted to avoid to save texture channel.