Possible to tint an icon drawn by Gizmos.DrawIcon()?

Is it possible to tint an icon drawn by Gizmos.DrawIcon()? Assuming no, any other recommendations that aren’t too hacky?

Since DrawIcon grabs the textures by string, I don’t really see an option. You might have a bunch of different images and select them, but that’s not really a tint.

I tried looking into the source with ILspy, but DrawIcon is just a wrapper around an internal call (ie. call to the c++ engine), so there’s no chance of doing anything fun with reflection.

You could create and destroy a quad, position it correctly, and put a material with tint on it - basically implement your own icons. That’s the only thing I can think of that’s going to give you exactly what you’re looking for, but it would be a hassle.

What are you trying to do? I might have a better idea if you have the specific use case.

Tint an icon. :wink: (Without the quad hack.)

Love/Hate shows a gizmo on characters that have a “faction” component. Users can assign colors to different factions (e.g., green for companions, blue for villagers, red for goblins, etc.). Currently I provide a dropdown of 16 hand-picked colors with a tinted image for each. I thought it might be nice to let the user assign any 32-bit color, so I thought I’d throw the topic out here for discussion.