We’re looking for a shader that replaces the regions specified in an alpha channel mask with a colour that varies from player to player, while keeping the rest of the texture whatever it’s default colour is. We don’t need lighting and its in 2D if it helps.
I’ve been looking around and found some examples such as;
However I’ve never really dealt much with shaders so don’t really know what I’m doing. The shader above for example uses lighting and any attempt’s ive made to replicate it’s effects without lighting haven’t resulted in anything useful.
Was there anyone out there who could help me with a shader that would do this?
I’ve been bust the past weekend and only just got a chance to implement it and play around with it and I’ve got it set up to do exactly what I want in terms of shading, so thanks!
Something I didnt think of (again, haven’t had much experience with shaders I’m sorry =/) is that the sprites are on a background that is no longer being cutout with the Masked Tint shader.
Ive been trying to work out a way to also include this easily but there doesnt seem to be one? I assume Ill have to add a second mask (with the sprite) and do something to then cutout the sprite from the background. It’s the “something” part I dont understand though, were you able to point me in the right direction for that?