Change Sprite Shader depends Mesh Renderer Unity

Meshes imported from 3D packages can use multiple Materials. All the materials used by a Mesh Renderer are held in the Materials list. Each submesh will use one material from the materials list. If there are more materials assigned to the Mesh Renderer than there are submeshes in the mesh, the first submesh will be rendered with each of the remaining materials, one on top of the next. At a cost of performance, this will let you set up multi-pass rendering on that submesh. Fully opaque materials, however, will simply overwrite the previous layers, costing performance for no advantage.

mesh

Element 0 = Sprite2 ( a  Material is contained a Sprite )

A mesh can receive light from the light probe system and reflections from the reflection probe system depending on the settings of the Use Light Probes and Use Reflection Probes options. For both types of probe, a single point is used as the mesh’s notional position probe interpolation. By default, this is the centre of the mesh’s bounding box, but you can change this by dragging a Transform to the Anchor Override property (the anchor override affects both types of probe). It may be useful to set the anchor in cases where an object contains two adjoining meshes; since each mesh has a separate bounding box, the two will be lit discontinuously at the join by default. However, if you set both meshes to use the same anchor point then they will be consistently lit.

sprite shader

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