Tint Blend

Tint a canvas_item and set how strong the tint is, useful for softer hit effects or to make it looks like something fades into darkness or fog.

Shader code
shader_type canvas_item;

uniform vec3 tint_color : source_color = vec3(1.0, 0.0, 0.0);
uniform float intensity : hint_range(0, 1) = 1.0;

void fragment(){
    vec4 front = texture(TEXTURE, UV);
    COLOR = mix(front, vec4(tint_color, front.a), intensity);
}
Tags
canvas item, Fog, hit, tint
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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Double texture blend 2D

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