Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by IcarusCell · Jul 02, 2020 at 07:56 AM · 2dtexturespritematerial

How would you go about creating a material that allows you to add fully tiling textures to a 2D sprite?

Hello! Obligatory "first post" so apologies if this is a simple question but:

I am currently running into an issue with my top down 2D shooter. For my environments I didn't want to used a fully tile based workflow, I wanted to use various polygons and geometric shapes to create interesting environments. Once I created these environments I wanted to texture the 2D sprites that make up the objects. However I cannot find any way to apply textures correctly to 2D sprites. I wrote a quick shader which allows me to apply the texture image over the sprite, however it does not repeat like a texture ought to, despite the source image being set to repeat and messing with the tiling rate. I will post the shader I am attempting to use down below, any help is much appreciated!

    Shader "SpritesTest"
     {
         Properties
         {
             [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
              _SubTex("Sub 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
                 Blend One OneMinusSrcAlpha
     
                 Pass
                 {
                 CGPROGRAM
                     #pragma vertex vert
                     #pragma fragment frag
                     #pragma multi_compile _ 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;
                         float2 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;
                     sampler2D _SubTex;
                     sampler2D _AlphaTex;
                     float _AlphaSplitEnabled;
     
                     fixed4 SampleSpriteTexture(float2 uv)
                     {
                         fixed4 color = tex2D(_SubTex, uv);
     
     #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
                         if (_AlphaSplitEnabled)
                             color.a = tex2D(_AlphaTex, uv).r;
     #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
     
                         return color;
                     }
     
                     fixed4 frag(v2f IN) : SV_Target
                     {
                         fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
                         c.rgb *= c.a;
                         return c;
                     }
                 ENDCG
                 }
             }
     }


Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by ReneSchleese · Jul 02, 2020 at 10:46 AM

For the tiling and offset values within the material inspector to work with the shader, you need to modify the UVs using Unity's TRANSFORM_TEX makro. I modified your shader and marked the important changes with "HERE".


Example of the shaders output


     Shader "SpritesTest"
     {
          Properties
          {
              [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
               _SubTex("Sub 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
              
              // HERE: traditional alpha blending
              Blend SrcAlpha OneMinusSrcAlpha
  
              Pass
              {
              CGPROGRAM
                  #pragma vertex vert
                  #pragma fragment frag
                  #pragma multi_compile _ 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;
                      float2 texcoord  : TEXCOORD0;
                      
                      // HERE: Define a second set of UVs
                      float2 tiledUVs : TEXCOORD1;
                  };
  
                  fixed4 _Color;
                  sampler2D _MainTex;
                  sampler2D _AlphaTex;
                  float _AlphaSplitEnabled;
                  
                  // HERE: Define a float4 _SubTex_ST with the correct naming for the TRANSFORM_TEX makro to work
                  sampler2D _SubTex;
                  float4 _SubTex_ST;
  
                  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
                      
                      // HERE: Use the TRANSFORM_TEX makro to calculate the new UVs of the tiled texture in the material inspector
                      OUT.tiledUVs = TRANSFORM_TEX(IN.texcoord, _SubTex);
  
                      return OUT;
                  }
  
                  fixed4 frag(v2f IN) : SV_Target
                  {
                     // HERE: First sample the sprite using its default UVs. Then sample the tile texture using the modified UVs. 
                     fixed4 mainCol = tex2D(_MainTex, IN.texcoord);
                     fixed4 tileCol = tex2D(_SubTex, IN.tiledUVs);
                     tileCol.a = mainCol.rgb;
                     return tileCol;
                  }
              ENDCG
              }
          }
     }


Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image IcarusCell · Jul 02, 2020 at 10:15 PM 1
Share

Thank you so much! It worked perfectly

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

328 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Black boarder on transparent sprites 2 Answers

Overlay texture on sprite 0 Answers

How can I use atlas sprite as texture for a material? 2 Answers

Making a sprite totally dark without lighting 1 Answer

How to make a sprite invisible yet still opaque? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges