Hello!
Unity 2020.2.7
Vector Graphics 2.0.0 preview 14
My shader works like this: if color alpha is 255 - I can tint any color.
If color alpha is 0 - the original color.
It works great if the .svg generated asset type is a textured sprite.
But if I switch to the generated asset type - vector sprite, my shader doesn’t work. How to fix it?
Thanks
Shader "Custom/TintSprite"
{
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 One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#pragma multi_compile_instancing
#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 = UnityObjectToClipPos(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);
fixed a = c.a;
if (c.a >= 0.1) {
c = c + (IN.color - c) * IN.color.a;
c.a = a;
}
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}