If I have an atlas using a custom shader, and this shader has an extra property (such as another color called _ColorNew), how do you pass a color to this property in code when working with a UISprite object? In tutorials for Unity, all you needed do was get access to the renderer.material and call the appropriate setter function (ie. SetColor()). From my research on this forum and on the web, the conclusion points me to the UISprite.atlas.spritematerial as the point of interest. Unfortunately, from my tests, setting the color here does work, but it affects the ENTIRE atlas and not the sprite in question. This brings me to my next similar question, how do you pass a unique color to each sprite in an atlas?
Cheers,
rav3n256