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Question by IcarusCell · Sep 05, 2020 at 08:08 PM · lightingspritespritesrenderersprite renderer

How do I make a working, tiling Sprite shader that works with 2D LWRP?

So over the summer a participated in my first game jam (yay) and as a part of that project I wanted to create a shader that would be able to tile sprites just how unity tiles texture materials. I got stumped and got help from this forum and that shader has been working perfectly. Recently however I have returned to the project and wanted to change it over to LWRP 2D renderer so I could add some fun lighting effects. All of my sprites translated fine except for the ones affected by the custom shader. I'm stumped as to how to translate this shader to work with 2D LWRP lighting, any help would be much appreciated!

 Shader "SpriteTiling"
 {
     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
              }
         }
 }

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