Optionaloptions: Texture<TextureSource<any>> | SpriteOptionsthe packed additive colour; use setColorAdd or lerpTint rather than setting it raw
Moves the sprite strength of the way towards color, leaving its shading intact.
This sets both halves of the transform: the tint carries 1 - strength and the
additive term carries color × strength.
back to the texture's own colours
each 0 to 1
extra alpha to add, usually 0
a solid silhouette in color, keeping only the sprite's shape
A sprite that can be pulled towards a colour, not just darkened.
tintmultiplies, as it does on any Pixi sprite.colorAddis added on top, which is what makes effects like these possible.Example
Both terms ride in the same batch, so a screen full of tinted sprites is still one draw call. See ColorTransformBatcher for how, and for the caveat about Pixi internals.
alpha(inherited from Pixi's ownSprite) composes with both terms for free: this class only adds one vertex attribute (colorAdd) onto Pixi's own colour+alpha packing (groupColorAlpha), it never replaces or shadows it, so ordinary translucency - a see-through ghost, a fade-in/out, a cloaking preview - needs no extra API here. Verified live, not just by reading the packing code: aTintedSpritewithalpha = 0.35renders genuinely see-through (the texture behind it shows through), the same as any plain PixiSprite.