Blend Modes like photoshop layer style

Hello! Is it possible to create material/shader with color overlay (not “overlay” blend mode) with opacity settings for sprite?

can get official built in shaders here


copy sprite shader and replace blend mode with whatever u need here is my ‘additive’ shader using
Blend SrcAlpha One

there may (should) be an easier way?

Shader "Custom/Additive"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
        [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Cull Off
        Lighting Off
        ZWrite Off
        Fog { Mode Off }
        Blend SrcAlpha One

        Pass
        {
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile DUMMY PIXELSNAP_ON
            #include "UnityCG.cginc"
        
            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                half2 texcoord  : TEXCOORD0;
            };
        
            fixed4 _Color;

            v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color * _Color;
                #ifdef PIXELSNAP_ON
                OUT.vertex = UnityPixelSnap (OUT.vertex);
                #endif

                return OUT;
            }

            sampler2D _MainTex;

            fixed4 frag(v2f IN) : SV_Target
            {
                fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
                c.rgb *= c.a;
                return c;
            }
        ENDCG
        }
    }
}

This is for photoshop blend modes…not “layer styles”. And i think this solution is too big for my problem) Im tryng to colorize one of the parallax layers. Layer with trees colored to blue. And i hope to control color of this tint/overlay in future via script.

Like this:

trying to understand shading scripting, but without results.

Found this on similar threads:

Shader "Unlit/Photoshop Overlay"
{
     Properties
     {
         _MainTex ("Base (RGB), Alpha (A)", 2D) = "" {}
     }
    
     SubShader
     {
         LOD 100
         Tags
         {
             "Queue" = "Transparent"
             "IgnoreProjector" = "True"
             "RenderType" = "Transparent"
         }

        
         Pass
         {
             Cull Off
             Lighting Off
             ZWrite Off
             Fog { Mode Off }
             Offset -1, -1
             ColorMask RGB
             AlphaTest Greater .01
             Blend SrcAlpha OneMinusSrcAlpha
             ColorMaterial AmbientAndDiffuse
            
             SetTexture [_MainTex]
             {
                 Combine Texture +- Primary, Texture * Primary
             }
            
             SetTexture [_MainTex]
             {
                 Combine Texture +- previous, Texture * Primary
             }
         }
     }
}

Effect of overlay is great, but not what i need. I need to colorize pixels of main texture with tint color.

Just gotta lerp the original color to your overlay color (: Tested and below code is working :wink:

Shader "custom/ColorOverlay"
{
    Properties
    {
        [HideInInspector]
        _MainTex ("Texture", 2D) = "white" {}
        _OverlayColor ("Overlay Color", Color) = (1,1,1,1)
        _OverlayOpacity ("Overlay Opacity", Range(0,1)) = 1
    }
    SubShader
    {
    Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
    ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
         
            #include "UnityCG.cginc"
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                fixed4 color : COLOR;
            };
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                fixed4 color : COLOR;
            };
            v2f vert (appdata v)
            {
                v2f o;
                o.color = v.color;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }
         
            sampler2D _MainTex;
            fixed4 _OverlayColor;
            float _OverlayOpacity;
            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 mainTex = tex2D(_MainTex, i.uv);
                mainTex *= i.color;
                fixed4 overlay = lerp(mainTex, _OverlayColor, _OverlayOpacity);
                overlay.a = mainTex.a;
                return overlay;
            }
            ENDCG
        }
    }
}

Thank you! I was looking for this already 4 days! Many thanks to you!:slight_smile:

This works as described, but how could an artist (like me) animate this? Would it have to be exposed in the inspector?

Also, it would be great to add a Saturation slider, so desaturation could also be achieved.

You might want to check this : http://wonderland.eode.studio/
I think this is the answer to yout prayers :wink:

2 Likes

Thank youuuuuuuuuuu! Your color matrix is all what I searched for Unity for years!!!