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Home/ Questions/Q 9081537
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Editorial Team
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Editorial Team
Asked: June 16, 20262026-06-16T20:20:17+00:00 2026-06-16T20:20:17+00:00

Normally when you do SpriteBatch.Draw you can specify a color. But here’s the problem.

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Normally when you do SpriteBatch.Draw you can specify a color. But here’s the problem. If I use custom shaders they ignore color passed by SpriteBatch.Draw…

How do I take that into account? I mean how exactly SpriteBatch.Draw passes a color? If I know it I can use it in my shader.

So far what I have (relevant part):

float4 NoEffects(float2 coords: TEXCOORD0) : COLOR0
{
    return tex2D(s0, coords);
}

technique Default
{
    pass Pass1
    {
        PixelShader = compile ps_2_0 NoEffects();
    }
}
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  1. Editorial Team
    Editorial Team
    2026-06-16T20:20:19+00:00Added an answer on June 16, 2026 at 8:20 pm

    You need to retrieve the color that’s passed through the vertex shader and use it when calculating your final output:

    float4 NoEffects(float4 color : COLOR0, float2 coords : TEXCOORD0) : COLOR0
    {
        return tex2D(s0, coords) * color;
    }
    
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