Recolor and Print

This shader can replace colors and add textures to colors in sprites. This version is capable of replacing 9 predefined colors, a quantity that can be expanded in several different ways.

After loading the shader fill the field “h_frames” with the total amount of horizontal frames of the spritesheet and the field “v_frames” with the total amount of vertical frames of the spritesheet where the shader is being applied. Don’t forget to add the pattern you want to appear on the sprite in the “chosenPrint” field, otherwise the sprite will remain unprinted.

You can check out a demo here if you’re interested.

I’m not an expert in shaders, so feel free to give suggestions for improvement if you want.

Shader code
shader_type canvas_item;
render_mode blend_mix, unshaded;

// EXACT QUANTITY OF HORIZONTAL FRAMES OF THE FULL IMAGE
uniform float h_frames = 1.0;
// EXACT QUANTITY OF VERTICAL FRAMES OF THE FULL IMAGE
uniform float v_frames = 2.0;

uniform sampler2D chosenPrint;
uniform bool hasPrint = false;

uniform vec4 replaceGreen : hint_color;
uniform vec4 replaceRed : hint_color;
uniform vec4 replaceBlue : hint_color;
uniform vec4 replaceYellow : hint_color;
uniform vec4 replaceMagenta : hint_color;
uniform vec4 replaceCyan : hint_color;
uniform vec4 replaceWhite : hint_color;
uniform vec4 replaceGrey : hint_color;
uniform vec4 replaceBlack : hint_color;

vec4 replace(vec4 targetColor, vec4 replacementColor, vec4 pattern) {
	if (hasPrint == true) {
		return replacementColor * targetColor * vec4(pattern.r, pattern.g, pattern.b, 1.0);
	} else {
		return replacementColor * targetColor;
	}
}

void fragment() {
	vec4 transfer = texture(chosenPrint, mod(vec2(UV.x * h_frames, UV.y * v_frames), vec2(1.0, 1.0)));
	vec4 texColor = texture(TEXTURE, UV);
	COLOR = texColor;
	
	if(texColor.a > 0.0) {
		// RED
		if(texColor.r - (texColor.g * 100.0 + texColor.b * 100.0) > 0.0) 
			COLOR = replace(vec4(texColor.r, texColor.r, texColor.r, 1.0), replaceRed, transfer);
		// GREEN
		else if(texColor.g - (texColor.r * 100.0 + texColor.b * 100.0) > 0.0)
			COLOR = replace(vec4(texColor.g, texColor.g, texColor.g, 1.0), replaceGreen, transfer);
		// BLUE
		else if(texColor.b - (texColor.r * 100.0 + texColor.g * 100.0) > 0.0)
			COLOR = replace(vec4(texColor.b, texColor.b, texColor.b, 1.0), replaceBlue, transfer);
		// MAGENTA
		else if((texColor.r + texColor.b) - (texColor.g * 100.0) > 0.0)
			COLOR = replace(vec4(texColor.r, texColor.b, texColor.b, 1.0), replaceMagenta, transfer);
		// YELLOW
		else if((texColor.r + texColor.g) - (texColor.b * 100.0) > 0.0)
			COLOR = replace(vec4(texColor.r, texColor.g, texColor.g, 1.0), replaceYellow, transfer);
		// CYAN
		else if((texColor.b + texColor.g) - (texColor.r * 100.0) > 0.0)
			COLOR = replace(vec4(texColor.b, texColor.g, texColor.b, 1.0), replaceCyan, transfer);
		// WHITE
		else if(texColor == vec4(1.0, 1.0, 1.0, 1.0))
			COLOR = replace(vec4(1.0, 1.0, 1.0, 1.0), replaceWhite, transfer);
		// GREY
		else if(distance(COLOR, vec4(0.5, 0.5, 0.5, 1.0)) < 0.005)
			COLOR = replace(vec4(1.0, 1.0, 1.0, 1.0), replaceGrey, transfer);
		// BLACK
		else if(distance(COLOR, vec4(0.0, 0.0, 0.0, 1.0)) < 0.005)
			COLOR = replace(vec4(1.0, 1.0, 1.0, 1.0), replaceBlack, transfer);
	}
}
Tags
colors, print, recolor, replace
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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Palette Swap (no recolor / recolor)

Arbitrary Color Reduction and Palette Ordered Dithering

MARIO STAR CLASSIC AND WHITE SHINE

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