I’ve been looking all over the place and there must be a way to do this. I don’t want to have to instantiate my material over and over just to change each one’s color ever so slightly because that would kill my draw calls. How can I get my shader to reference the Color property of the SpriteRenderer?
Nevermind, I figured it out! It was just a matter of grabbing vertexColor from the VertexInput struct and then using it in my vert shader function.