How do I apply a tint here? Object is a spriteRenderer and transparent is applied. I would like to apply the Tint function to change the color. Please, I want your solution. Thank you~ Shader "Custom/Median5x5" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Amount ("_Amount", Float) = 1.0 } SubShader { //Tags { "Queue"="Transparent" "RenderType" = "Opaque" } Cull Off Blend SrcAlpha OneMinusSrcAlpha Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest //#pragma Lambert alpha #include "UnityCG.cginc" #define s2(a, b) temp = a; a = min(a, b); b = max(temp, b); #define t2(a, b) s2(v[a], v); #define t24(a, b, c, d, e, f, g, h) t2(a, b); t2(c, d); t2(e, f); t2(g, h); #define t25(a, b, c, d, e, f, g, h, i, j) t24(a, b, c, d, e, f, g, h); t2(i, j); uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Amount; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; v2f vert (appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord.xy, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); return o; } float4 _TintColor; float4 frag (v2f i) : COLOR { float2 Tinvsize = float2 (_Amount / _ScreenParams.x, _Amount / _ScreenParams.y); float4 v[25]; // Add the pixels which make up our window to the pixel array. for(int dX = -2; dX <= 2; ++dX) { for(int dY = -2; dY <= 2; ++dY) { float2 offset = float2(float(dX), float(dY)); // If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the pixel array. // This will fill the pixel array, with the top left pixel of the window at pixel[0] and the bottom right pixel of the window at pixel[N-1]. v[(dX + 2) * 5 + (dY + 2)] = tex2D(_MainTex, i.uv + offset * Tinvsize); } } float4 temp; t25(0, 1, 3, 4, 2, 4, 2, 3, 6, 7); t25(5, 7, 5, 6, 9, 7, 1, 7, 1, 4); t25(12, 13, 11, 13, 11, 12, 15, 16, 14, 16); t25(14, 15, 18, 19, 17, 19, 17, 18, 21, 22); t25(20, 22, 20, 21, 23, 24, 2, 5, 3, 6); t25(0, 6, 0, 3, 4, 7, 1, 7, 1, 4); t25(11, 14, 8, 14, 8, 11, 12, 15, 9, 15); t25(9, 12, 13, 16, 10, 16, 10, 13, 20, 23); t25(17, 23, 17, 20, 21, 24, 18, 24, 18, 21); t25(19, 22, 8, 17, 9, 18, 0, 18, 0, 9); t25(10, 19, 1, 19, 1, 10, 11, 20, 2, 20); t25(2, 11, 12, 21, 3, 21, 3, 12, 13, 22); t25(4, 22, 4, 13, 14, 23, 5, 23, 5, 14); t25(15, 24, 6, 24, 6, 15, 7, 16, 7, 19); t25(3, 11, 5, 17, 11, 17, 9, 17, 4, 10); t25(6, 12, 7, 14, 4, 6, 4, 7, 12, 14); t25(10, 14, 6, 7, 10, 12, 6, 10, 6, 17); t25(12, 17, 7, 17, 7, 10, 12, 18, 7, 12); t24(10, 18, 12, 20, 10, 20, 10, 12); return v[12]; } ENDCG } } FallBack "Diffuse" }
Please edit your post and use code tags, it's hard to read this way : https://forum.unity.com/threads/using-code-tags-properly.143875/ But from looking at it, it seems you have a _TintColor that you do nothing with and it's not on the properties either. Add it to the properties and then multiply what your frag returns with it.