This is a set of shaders for 2D games and UI.
The kit includes shaders: Jelly Sprite, Pixelation, Offset Wall, Sprite (with additional settings), Unlit Cutout.
Features:
- Jelly Sprite shader works with both character sprites and UI elements.
- Pixelation shader can be used both for individual sprites and as a full-screen effect (see example).
- Offset Wall shader for Side Scrolling games.
Only Built-in Render Pipeline.
For Unity version of at least 2019.1.8 (64-bit)
Current version 1.2
Information
This shader does not work with SRP (HDRP, URP)!
There are two scenes in the asset with examples for understanding the operation and settings.
I recommend importing this asset into a new project. Study the operation of the asset and copy the components you need to your project.
Shaders Settings (2D Set / Jelly Sprite)
There are two identical shaders in the asset, one of them with "DisableBatching". A shader with "DisableBatching" is needed for a large number of identical sprites, it is he who is used in the examples.
Color Settings
Tint - sprite color.
Pixel snap - with this enabled, sprite renderers will be snapped to a world-space grid automatically, where the grid’s size is based off of your chosen PPU.
Jelly Settings
Jelly X Amplitude - the magnitude of the jelly effect along the X axis.
Jelly X Amp Speed - the speed of the jelly effect along the X axis.
Jelly X Bias - the swing of the entire sprite along the X axis.
Jelly X Bias Speed - speed swing of the entire sprite along the X axis.
Jelly Y Amplitude - the magnitude of the jelly effect along the Y axis.
Jelly Y Speed - the speed of the jelly effect along the Y axis.
Jelly Y Bias - the swing of the entire sprite along the Y axis.
Jelly Y Bias Speed - speed swing of the entire sprite along the Y axis.
Other Settings
Saturation - sprite saturation (HDR).
Brightness - sprite brightness (HDR).
Contrast - sprite contrast (HDR).
Shaders Settings (2D Set / Pixelation)
This shader can be applied both to individual sprites, and as a full-screen effect (see example).
Color Settings
Tint - tint of the image that is behind the sprite with this shader.
Pixelation
Cell Size X - pixel (cell) size along the X axis.
Cell Size Y - pixel (cell) size along the Y axis.
Other Settings
Saturation - saturation of the image that is behind the sprite with this shader.
Brightness - brightness of the image that is behind the sprite with this shader.
Contrast - contrast of the image that is behind the sprite with this shader.
Shaders Settings (2D Set / Offset Wall)
This is a surface cutoff shader with emission. UV's texture are calculated in the world space. With "Emission", you can light this shader without any light sources (see example).
Color Settings
Main Color - material color.
Texture - material texture.
Alpha cutoff - determine the cutoff point for the which areas will be shown.
Emission - intensity of light emitted from the surface.
Tiling and Offset Settings
Tiling X - tiling texture X axis.
Offset X - offset texture X axis.
Tiling Y - tiling texture Y axis.
Offset Y - offset texture Y axis.
Other Settings
Saturation - material saturation (HDR).
Brightness - material brightness (HDR).
Contrast - material contrast (HDR).
Shaders Settings (2D Set / Sprite)
Color Settings
Tint - sprite color.
Pixel snap - with this enabled, sprite renderers will be snapped to a world-space grid automatically, where the grid’s size is based off of your chosen PPU.
Other Settings
Saturation - sprite saturation (HDR).
Brightness - sprite brightness (HDR).
Contrast - sprite contrast (HDR).
Shaders Settings (2D Set / Unlit Cutout)
Main Color - material color.
Texture - material texture.
Alpha cutoff - determine the cutoff point for the which areas will be shown.
License
This project is licensed under
MIT License