Colors here are passed into vertex colors - data stored in each vertex of the mesh. To obtain this : In HLSL, use the : COLOR semantic in the vertex input struct. In Shader Graph, use the Vertex Color node. Also note that Sprite Graphs will already automatically tint the output using this. There will be an option to disable this. Might be in 2023.3 (currently a pre-release as of writing), but otherwise will have to wait for later versions. For Sprite Renderer, might vary slightly. If instanced, in Built-in RP sprites use a _RendererColor property in the instancing buffer. In newer versions of URP (2023.1+) that has been replaced with unity_SpriteColor, may need to try a Custom Function to access/output that.