Shader is applying correctly, but not showing

I am trying to get this 2d sprite to have a soft white glow when hovering over it. Here is a screenshot of when it is Not hovered, and another screenshot of when it is hovered. As you can see, the materials are switching appropriately, but the sprite is not changing in game.


This is my code for the Hover Effect.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HoverEffect : MonoBehaviour
{
    private SpriteRenderer spriteRenderer;
    private Material originalMaterial;
    public Material SpriteMaterialTint; // Assign your hover shader material in the Inspector

    void Start()
    {
        // Get the SpriteRenderer component attached to this object
        spriteRenderer = GetComponent<SpriteRenderer>();

        // Save the original material of the sprite
        originalMaterial = spriteRenderer.material;
    }

    void Update()
    {
        // Get the world position of the mouse
        Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        mouseWorldPos.z = 0; // Ensure we're in 2D space

        // Check if the mouse is hovering over the sprite's collider
        if (GetComponent<PolygonCollider2D>().OverlapPoint(mouseWorldPos))
        {
            // Apply the hover shader material if mouse is over the collider
            ApplyHoverEffect(); 

        }
        else
        {
            // Revert to the original material when mouse is no longer over the collider
            RemoveHoverEffect();
        }
    }

    void ApplyHoverEffect()
    {
        // Only apply the hover material if it's not already applied
        if (spriteRenderer.material != SpriteMaterialTint)
        {
            spriteRenderer.material = SpriteMaterialTint;
            Debug.Log("Mouse is over the pillow. Hover effect applied.");
        }
    }

    void RemoveHoverEffect()
    {
        // Only revert to the original material if it's not already reverted
        if (spriteRenderer.material != originalMaterial)
        {
            spriteRenderer.material = originalMaterial;
            Debug.Log("Mouse left the pillow. Hover effect removed.");
        }
    }
}

And this is the code for my shader effect.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;

public class MaterialTintColor : MonoBehaviour
{
    private Material material;
    private Color materialTintColor;
    private float tintFadeSpeed;

    private void Awake()
    {
        materialTintColor = new Color(1, 0, 0, 0);
        SetMaterial(transform.Find("Body").GetComponent<MeshRenderer>().material);
        tintFadeSpeed = 6f;
    }

    private void Update()
    {
        if (materialTintColor.a > 0)
        {
            materialTintColor.a = Mathf.Clamp01(materialTintColor.a - tintFadeSpeed * Time.deltaTime);
            material.SetColor("_Tint", materialTintColor);
        }
    }

    public void SetMaterial(Material material)
    {
        this.material = material;
    }

    public void SetTintColor(Color color)
    {
        materialTintColor = color;
        material.SetColor("_Tint", materialTintColor);
    }

    public void SetTintFadeSpeed(float tintFadeSpeed)
    {
        this.tintFadeSpeed = tintFadeSpeed;
    }
}

I am not sure what I am doing wrong. What am I missing?

Do you think the warning in the inspector might be relevant to the SpriteRenderer and the issue?

I don’t think so. I followed a tutorial for this lol.
Of course, I will be checking it.

Hi there! Thank you for pointing that out. I correctly named the Texture to _MainTex, and the error in the inspector went away.

Unfortunately, the problem persists. What else might I be doing wrong?