In Unity there are multiple ways to create a “Sprite Diffuse Shader” (meaning that sprites are affected by light sources), using both Shader Graph (URP) or HLSL.
Using Shader Graph
URP/SRP
With the addition of the URP (Universal Render Pipeline), or SRP (Scriptable Render Pipeline) you can use the “2D” rendering asset, which already includes a Sprite Diffuse Shader.
LWRP/HDRP
If you’re using older versions of Unity, with LWRP or HDRP installed, here’s how you can create a Sprite Diffuse Shader. In this tutorial I’ve used: Lightweight Render Pipeline 2.0.5-preview, Unity 2018.2.0f2.
Here’s what we’ll achieve:
PS. Oh hey almost three years ago I released a plugin called “Text Animator for Unity”, a tool I made/needed for my own games - and Today it is also getting used in other games like “Dredge, Cult of The Lamb”, “Slime Rancher 2” and many more!! I’d love if you could check it out! you’d also support me while I work on exciting stuff behind the scenes, so… thank you very much! ✨
Baaack to the article.
Diffuse Shader
Here’s the shader:
Explanation
In a few words: Sprite Renders need the sprites texture to be called “_MainText”.
HLSL
If you want to write a sprite diffuse shader in HLSL, you can go to the Unity Archive and install the built-in shaders for each Unity version.