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Tint map on Mesh characters

We made our Player using Spine and imported to Unity. Form this moment tint map doesn't work anymore. I suppose it's because of character rendering ass mesh, not as sprite. So is there any way to implement Tint map feature on mesh objects? I mean by writing or modifying some scripts or components.

Comments

  • The tinting occurs in the FollowTintMap component.  If you look inside, you can see that the color changes are made to the _spriteRenderer / _spriteRenderers variables.

    The code could be modified, or the whole script duplicated and tweaked, to change materials instead.  Something along the lines of:

    Material material = GetComponent<Renderer>().materials[0];
    if (material.HasProperty ("_Color"))
    {
      material.color = new Color (1f, 1f, 1f, spriteAlphas[0]);
    }

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