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How to use specific desired colors with 'tiling and offset' shader graph node
I had previously written a few custom shaders for my game, but now I want to upgrade to the Universal Render Pipeline in Unity and I'm struggling to recreate an old shader with the new Shader Graph. This is what my tilemap looks like now: but this is the color scheme I want:
The shader is applied to a tilemap; it assigns the appropriate color to each tile (is it grass, water, or sand?). It is based on a set of starting and ending colors given through a script for each of the tile types (grass, sand, water) and the number of steps between those colors (_StartCols, _EndCols).
I have tried implementing the 'Tiling and Offset' node to no avail; I cannot change the colors and get the colors I want. My current version of Unity is Unity 2019.3, and I'm using the Shader Graph to try to recreate this old shader.
This is what my Shader Graph currently looks like: http://prntscr.com/p0xfhh
If you need any more information or if my question is too vague, please don't hesitate to ask!
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