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Sombreador de tinte de color para sprite vectorial

Unity 2020.2.7 Gráficos vectoriales 2.0.0 vista previa 14

Mi sombreador funciona así: si el color alfa es 255, puedo teñir cualquier color. Si el color alfa es 0, el color original. Funciona muy bien si el tipo de activo generado .svg es un sprite texturizado. Pero si cambio al tipo de activo generado - vector sprite, mi sombreador no funciona. ¿Como arreglarlo? Gracias

 Shader "Custom/TintSprite"{ Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite Off Fog { Mode Off } Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile DUMMY PIXELSNAP_ON #pragma multi_compile_instancing #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 = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap(OUT.vertex); #endif return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { fixed4 c = tex2D(_MainTex, IN.texcoord); fixed a = ca; if (ca >= 0.1) { c = c + (IN.color - c) * IN.color.a; ca = a; } c.rgb *= ca; return c; } ENDCG } }}

https://i.stack.imgur.com/H5W6J.png

https://i.stack.imgur.com/S1wpm.png

https://i.stack.imgur.com/0coZ9.png

over 4 years ago · Santiago Trujillo
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