Color Tint shader for vector sprite

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
            }
        }
}

Love this. Again and again finding needed questions with no answers within years

maybe vector sprite mode doesn’t use vertex colors?

Fixed this by using the Vertex Color instead of sampling the MainTex.

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