Imagine paintball, or field of grass getting darker when burnt or a character with invisibilty cloak, not covering his feet I would like to create a material, that would be able to be partially blended with some color. How should I prepare a pipeline for that? A sprite material with custom fp or a model on which I will render Sprite, then another Sprite (particle blob) and blend them togheter (something like 2d lighting?)
A nice solution could have been another predicate for decals, which would be rendered on top of the main game using desired blending. But that leads to a problem with overlaid sprites.
Adding gradient support to a fragment shader is easy, can you do what you want with gradients?
Other than that I am not sure what can be done.
What is that?
I think I could try, it could be a quick-win
Overlay - when you need to display a sprite without a decal on top of a sprite with a decal.
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