Timeline for How can I fully or partially colorize a SpriteRenderer and make its "color" value match the end result at 100% opacity?
Current License: CC BY-SA 4.0
5 events
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| Mar 9, 2023 at 19:28 | comment | added | Pikamander2 | Sorry, I didn't realize that it wasn't clear enough. I've added the additional detail to the original question. | |
| Mar 9, 2023 at 18:52 | comment | added | DMGregory♦ | If blending smoothly between these two states is a requirement, it should have been stated in your question from the beginning, otherwise users won't know to give you answers that do that. This is not overly complicated to implement — about 3 lines of code to change in the default sprite shader, or maybe 6 nodes to wire up in shader graph — but I don't have time to write a second answer just now. To avoid that issue in future, make sure your question is written so that the first answer is able to cover what you need, without secret requirements that demand follow-up. | |
| Mar 9, 2023 at 18:49 | history | edited | DMGregory♦ | CC BY-SA 4.0 | clarifying |
| Mar 9, 2023 at 18:36 | comment | added | Pikamander2 | My goal was to have it be dynamic so that it can range anywhere from "0% red" (the original colors) to "100% red" (entirely red, except for the transparent pixels). A custom shader would be fine, but I looked into them and they seem complex and difficult to debug. Do you know of any simple custom shaders that would do what I'm looking for? The behavior I'm looking for is comparable to several common "blend modes" in programs like GIMP, Inkscape, Photoshop, etc, so I would hope that it's not too complex. | |
| Mar 9, 2023 at 18:27 | history | answered | DMGregory♦ | CC BY-SA 4.0 |