How to correctly overlay (Add?) colors in ShaderGraph

So basically what I am trying to do, is overlaying a color over my CharacterSprite. But I want to do it all in one Shader Graph. I got it working with an extra Sprite that has the ShaderMaterial and is a child of my Character and then I just lay it on top of the Character. (See Pictures)

I handled it like when Alpha is 1 (The Color is fully visible with a solid Color) , if Alpha is 0, it’s fully transparent (Not visible anymore), and if it’s anything in between it’s just more or less transparent.

What I want to achieve now is, that I don’t want to overlay a different sprite with this certain material over my main character but instead add the characters Sprite somehow into the shader graph. If my Alpha is 1, I want to fully have the solid color completely overlay the sprite (The character’s sprite is not visible), if the Alpha is something in Between 0-1 I want to show the Characters sprite more or less through the color I picked depending on the alpha value. If the Alpha is 0 I want the color to be completely transparent (not visible) and fully show the character Sprite.

I’ve been trying to achieve this for days and tried googling it, sadly I didn’t get it to work, maybe it’s not even possible. Nonetheless, thanks in advance! :slight_smile: LG ~ Julian

I found a way to achieve this using the blend shader. I separately multipled the base sprite’s alpha by the color I wanted, then blended it with the main RGB values using ‘Overwrite’ blending, and using a float (“PerspectiveAmount” in my diagram) between 0 and 1 to determine how fully covered my sprite would be. This allows my to fully color in the sprite I want using that float, which in my case is determined in a script for atmospheric perspective. Hope this helps, @JumiLive