
I have this shader script copied from the internet… I was trying to make it fill the sprite by the specified color. so it will turn out plain (all the sprite details will be filled by color but keeps its shape)
CG programming is hard…
Shader "Sprites/PlainColor"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_EffectAmount ("Effect Amount", Range (0, 1)) = 1.0
}
SubShader
{
Tags
{
"Queue"="Overlay"
"IgnoreProjector"="True"
"RenderType"="Overlay"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#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 = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
uniform float _EffectAmount;
fixed4 frag(v2f IN) : COLOR
{
half4 texcol = tex2D (_MainTex, IN.texcoord);
texcol.rgb = lerp(texcol.rgb, dot(texcol.rgb, float3(0.3, 0.59, 0.11)), _EffectAmount);
texcol = texcol * IN.color;
return texcol;
}
ENDCG
}
}
Fallback "Sprites/Default"
}