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tint map tutorial: update

edited May 2017 in Engine development
In the tint map tutorial (http://www.adventurecreator.org/tutorials/working-tint-maps)  the instructions need a little update for the latest version of Unity:

Instead of "Change the Texture Type to Advanced, and check Read/Write Enabled. The Tint map will not work with this texture unless we make these changes. Click Apply at the bottom."

With the latest Unity it should read:

 "Unfold the Advanced pane ,and check Read/Write Enabled. The Tint map will not work with this texture unless we make these changes. Click Apply at the bottom."

Comments

  • Further down "Click on the Sceme tab" should be "Click on the Scene tab" :)
  • actually as I'm reading through it seems the whole tutorial needs a quick refresh for the latest Unity as panels look similar but somewhat different
  • Thanks for the heads-up, I'll update the tutorial soon.
  • I might be going crazy, but I can't find any tutorials in the tutorial list about Tint Maps, and in the Manual, hotlinks to 'Tint Map' seem to not work.
    I'm sure I saw a video about tint maps somewhere... but getting Mandala effect vibes lol.

  • Tint Maps were deprecated in v1.82, given that Unity's 2D URP lighting now achieves similar effects bulit-in to Unity.

  • What is the 2D URP feature I should be looking at to replicate the same thing as tintmaps? In particular, anything as simple as just painting the ground in grayscale? Alternatively, is there such a thing as "negative" lighting? e.g. painting shadows

  • edited August 2025

    It's not a 1:1 equivalent, but if a character uses URP's Sprite Lit shader, their brightness will be controlled by 2D Lights.

  • edited January 19

    Hi Chris - sorry to necro this thread - trying to figure out how to use Tint Maps. I create a new Tint Map with AC's ability to let me do so in the Scene settings, and have imported a texture as the tint map (drawn shadows where I want the character's colour to tint darker), checked 'Allow Red/Write' on the texture's settings, added 'Follow Tint Map' on my Character's sprite object, but can't seem to figure out how this is supposed to work? I'd imagine it works with black and white pixels of the texture affecting the desired tint colour more or less, but my character is constantly the colour of the tint, and the texture doesn't seem to have any effect on whether it's more or less.

  • I suspect even though Tint Map game objects can be created, they're not functional anymore? At least, all the old tint map links I can find on the forums, site and manual are dead links. I wonder if there's a way to get something similar to work in Unity Built-In Render Pipeline pls, and curious how a character's 'Follow Tint Map' would work in this case.

  • I'll need to see your setup - can you share full-screen screenshots of the objects involved?

  • Thanks Chris. I took another swing today - turns out I didn't know I needed to change the RectTool of the Tint Map first to make sure it's covering the background. Once I did that, it was pretty straightforward.

    For anyone else wondering / for future me:

    In general, draw tint colours over the background and keep it the same size.

    1. In AC Game Editor, in Scene, click the + button next to 'Default Tint Map' to make a new Tint Map.
    2. Drag (or manually enter numbers for) the TintMap's Rect box so that it covers the background it was designed for (I was missing this step yesterday).
    3. (This step might not be necessary) Set the tint map sprite to Texture Type 'Default' and make sure 'Read/Write' checkbox is on.
    4. Drag the tint sprite into the Default Tint Map's Inspector 'Texture to Use' (it won't show up in the scene view, it'll be invisible)
    5. Make sure the character has a 'Follow Tint Map' component on its sprite object. Set it to 'Use scene's Default TintMap'.

    Viola. Now when the character walks around, it should be tinted by whatever colour is on the tintmap sprite. White = no change, black = full shadow, colours = colour tint. Works like I hoped it would.

    Example of tint (made semi-transparent to show bg behind it)

    Result:

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