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Question by VenandiVatis · Jan 22, 2020 at 10:38 AM · shadertilemaptile

What is the hidden color variable for the default sprite-lit-default shader?

Lightweight pipeline comes with a default shader "sprite_lit-default". That shader responses correctly yo the command to change tile colours individually: "Tilemap.SetColor(t, h);"

When I create a new Shader Graph for 2D I have an input Color. That colour I input there is being blended with the colour being used by Tilemap.SetColor. I have checked that by putting in my shader graph the input colour to BLACK, result in all tiles being black, and by putting it to WHITE, all tiles show colour set by Tilemap.SetColor. (note: each tile is being set to an individual colour).

How do I intercept the colour variable being used by Tilemap.SetColor? I have tried _BaseColor and _Color, but neither of them worked.

What I am trying to achieve is to use the colour set for a tile along with other effects, instead of what I have now, that my other effects will end up being blended with the tile setcolor.

Thanks, V

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