![]() ![]() To your second question, the editor generates some tags accordingly to your shader settings, for example, adding the rendertype and queue tags. To the first question, yes, it's already handled simply because it uses unity's internal function which already do the inversion for you, I did a quick test to confirm and it behaves the same way in 5.4.4 and 5.5.2. This might be or not what you want to do with your sprites, in short, if you want them to react to the global illumination leave it on, else, put it to zero. ![]() Basically unity's default for occlusion is 1 which makes GI show up in certain occasions, by putting to 0 you "turn it off" and it behaves the same way. I just did a quick experiment and I managed to make them exactly the same, indeed, at first my sprite was a bit brighter but as soon as I added a float with the value 0 into occlusion it got exactly the same. It's called "_TextureSampleAdd" and it seems to be a global variable but I can't find any reference to it nor information online, maybe that's what causing the small difference? If I find anything else I'll let you know. Looking at the built in shaders the "textureColor" part has a fixed4 value added to it that I don't know what it is. Click to expand.Unity's default sprites final formula is: (textureColor * vertexColor * materialColor) so if you do this it should be the same. ![]()
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