# 1-bit game - How to change the palette for the entire game at runtime?

So I'm making a 1-bit color game, and would like to have an option in the menu to change what those two colors are so the player can adjust it to their liking. What is the simplest and/or best method to go about this? This would apply to the entire screen, not individual sprites/meshes, as I want to preserve the 1-bit color look.

Most of my assets are sprites, with a few flat meshes that are rendered without anti-aliasing so that they blend in with the sprites. They're all exported with the two standard colors I'm using (a yellow-ish off-white and a dark grey-ish-blue), but I can go back and re-export them in black and white if that is necessary for the suggested method.

My eventual plan is to support the basic black and white, a few monochrome monitor color schemes, and some color combinations that you'd see on 8-bit computers (C64, Apple, etc.).

• Use SpriteRenderer.color to recolor a white-or-transparent sprites using the vertex color. The camera's clear color is the other color. This only allows you to create 1-color sprites.
• So this is how far I've gotten. I've added the following script to my camera: using System.Collections; using System.Collections.Generic; using UnityEngine; public class ColorChange : MonoBehaviour { public Material thisMaterial; private Camera thisCamera; private void OnRenderImage(RenderTexture source, RenderTexture destination) { Graphics.Blit(source, destination, thisMaterial); } } And then made a simple material with a shader on it. No errors, but no change. The shader uses an IF to compare the color and swap. – ExplosiveBarrels Oct 28 '17 at 21:16