
RPG Developer BAKIN: Sprite Controller
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For RPG Developer Bakin
Sprite Tint & Blend Plugin
Runtime color tinting for 2D billboard characters — 19 real blend modes, smooth transitions, and per-cast control, none of which Bakin's default sprite shader supports out of the box.
+ Darken, Lighten, Color Burn, Linear Dodge, Linear Burn, Exclusion, Soft Light, Vivid Light, Pin Light, Hard Mix, Desaturate/Duotone, Hue Shift — 19 modes total.
What's included
PlayerSpriteController.cs — controls the player hero
CastsSpriteController.cs — controls NPCs / other cast members, attached per-cast
19 .cg shader files — one per blend mode, drop straight into your Builtin shader folder
Why it's not just SetColor
Smooth transitions, not snaps
LerpToColor eases from whatever's currently showing to a new tint over time — chain calls mid-transition and it stays smooth, no jump-cuts.
Safe with multiple NPCs in parallel
Each cast's tint state is keyed to its own character, so running several "Repeat in Parallel" event sheets at once never lets one NPC overwrite another's color mid-sequence.
Subgraphic-level targeting
Tint a single attached subgraphic — a cloak, a weapon glow — independently of the base body.
Install
1. Copy all 19 .cg files into \BAKIN\lib\sysresource\shader\Builtin\
2. Drop both .cs scripts into your project's script folder
3. Attach PlayerSpriteController to any non-player event
4. Attach CastsSpriteController directly to each NPC that needs its own tint control
2. Drop both .cs scripts into your project's script folder
3. Attach PlayerSpriteController to any non-player event
4. Attach CastsSpriteController directly to each NPC that needs its own tint control
Please read the README for setup help, the full function reference, and known limitations.
| Published | 6 days ago |
| Status | Released |
| Author | melontoucan |
| Tags | rpgbakin, rpg-developer-bakin |
| AI Disclosure | AI Assisted, Code, Graphics |
Download
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Click download now to get access to the following files:
SpriteController v1.0.zip 734 kB

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