Using Color from Sprite Shape Renderer inside a Shader Graph

I want to use the “Color” field from a “Sprite Shape Renderer” in my Shader Graph and be able to add some texture to it. But I do not seem to find any information on how to use this field in my Shader Graph. I have already tried giving a color field reference name _Color.

The material created by ShaderGraph is assigned to this Sprite Shape is in “Fill Material” (called DissolveMaterial) in the picture below.

Try the VertexColor node. That will give you that color. You don’t quite have full control over how VertexColor is applied in ShaderGraph, however. Unity auto-applies that color within its default shaders. See here: Interact with SpriteRenderer color in ShaderGraph

When you want to “add some texture to it,” what do you mean? Depending on what you mean, perhaps VertexColor is unnecessary and there’s other ways to accomplish what you want.

Thank you for your reply. I tried adding a “Vertex Color” node in the shader graph and connected it to my texture, but it did not affect the output in any way. I tried many different options to blend value from that node with the image but did not get any color.

You shouldn’t need the node. This might be a question for @Venkify since I don’t know the details of Sprite Shape. It might just work differently than other systems.