The inner workings of the Sprite Renderer?
I'm very unfamiliar with most of the proper terminologies and coding. But I was intrigued by the sprite renderer's colour tint option and hoping to know if anyone could be so kind as to explain the general gist of it to me. While making some custom Shader Graph materials I naturally stumbled upon the fact that all objects that share the material would now inherit the same set of properties like colours and textures as that material is set to. Something the sprite renderer component avoids even when objects share the same default sprite material.
How is this possible? I thought I heard something about atlases and vertex colours if that's true? And say if I wanted to have a similar custom renderer component but with multiple sprites to layer on top of each other (say just lerp, on same mesh) with each sprite's colour being able to be tinted individually, is such a custom component theoretically possible? This would mean gameobjects could all share the one and same shader and material?
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