Sprite Shaders URP

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This is a 2D Shaders Pack made for the Universal Render Pipeline.
To purchase the asset go to the Asset Store Page and to contact me click here.


Requirements:
– Unity 2019.1 or newer
– Universal Render Pipeline (or Lightweight Render Pipeline)
– Shadergraphs Package
– Bloom PostProcessing and HDR (for glowing shaders)

Most shaders have a Lit version (for the unity 2DLights System).
The exception are generated patterns, additive shaders and the halftone shaders.

A few shaders have their own requirements.
Those requirements will be specified by the keywords below.

Single Texture
Does not work with a sprite sheet.
If you have a sprite sheet you need to seperate it to use the shader on it.

Mesh Full Rect
Open texture in project window and change the MeshType to Full Rect.
The default import settings set it to Tight but some shaders need more UV space.

Single Instance
You can’t use the same material on multiple SpriteRenderers with the same texture.
You also can’t use this shader on ParticleSystems.
Dont worry about this for shaders you are going to fade in / modify any property of.
Since modifying SpriteRenderer.material automatically instances the material.
You can also duplicate materials or instance them like this:
spriteRend.material = Instantiate<Material>(spriteRend.material);


All Shaders:

Basic:
Default | Additive
Color:
Strong Tint (Override) | Strong Tint (Additive) | Saturation and Hue | Camouflage
Recolor Hue | Ink Spread
Displacement:
Foilage | Disintegrate | Distortion Fade | Vertex Wobbling
Dissolve:
Dissolve Alpha | Dissolve Alpha Source | Dissolve Glow | Dissolve Glow Source
Alpha to Dissolve
Effects:
Glitch | Hologram | Hue Overlay | Hue Shift | Zooming Rainbow | Metallic | Frozen
Fading:
Fusion | Horizontal Fading | Vertical Fading | Halftone Circles | Halftone Squares
Generated:
Flame | Capsule Collider | Noise Shape
Glow:
Inner Glow | Glow Amplify | Glow Color Mask
Glow Texture Mask | Shining | Shining Texture
Misc:
World Checkerboard | World Grid | Item


Default

The standard sprite shader.
Can be used as a starting point to create your own shadergraphs.

Additive

Simple additive blending.


Strong Tint (Override)

Replaces the sprite color with a custom color.

Strong Tint (Additive)

Adds a custom color to the sprite.
More glowy than the (Override) version.

Saturation and Hue

Changes the hue and saturation of the sprite.

Camouflage

Replaces the color with a custom procedural camouflage pattern.

Recolor Hue

Changes the hue of up to 3 different areas in the sprite.
Areas are marked on a seperate texture in Red, Blue and Green.

Ink Spread

Changes the color and contrast with a dissolve-like transition.
The dissolve has a source position (world or local space).


Foilage

Animated wiggling and bends and presses down the sprite.
Bend and press-down amounts should be modified at runtime by a script.

Also the sprite will half in size to gain additional mesh space.
Simply scale it up again in the inspector.

Single Texture | Mesh Full Rect

Disintegrate

Vertically disintegrates the sprite.

Single Texture | Mesh Full Rect | Single Instance

Distortion Fade

Distorts and fades out the sprite.

Single Texture | Mesh Full Rect | Single Instance

Vertex Wobbling

Animated vertex wobbling.


Dissolve Alpha

Dissolves the sprite with a smooth alpha edge.

Dissolve Alpha Source

Dissolves the sprite with a smooth alpha edge.
The dissolve starts from a local or worldspace position.

Dissolve Glow

Dissolves the sprite with a glowing edge.

Dissolve Glow Source

Dissolves the sprite with a glowing edge.
The dissolve starts from a local or worldspace position.

Alpha to Dissolve

Normally when you change the alpha in the SpriteRenderer or a ParticelSystem the sprite fades out but this shader uses that alpha channel to dissolve.

The example gif to the left uses the shader in a particle system.


Glitch

Vertex movement and random color replacement.

Hologram

Moves vertices, replaces the color and adds darker lines.

Hue Overlay

Adds a hue shifting color to the sprite.

Hue Shift

Shifts the hue of the sprite.

Zooming Rainbow

Adds a zooming rainbow color pattern to the sprite.
The origin can be moved to have vertical or horizontal patterns.

Metallic

Replaces the color, adds noise based shine highlights and changes the contrast which makes smoothly shaded art look more metallic.

Frozen

Replaces the color, changes the contrast, adds snow and an animated shining highlight.


Fusion

Fades in by fusing two identical sprites.

Single Texture | Mesh Full Rect

Horizontal Fading

Fades the sprite horizontally.
Fade width and direction can of course be configured.

Single Instance

Vertical Fading

Fades the sprite vertically.
Fade width and direction can of course be configured.

Single Instance

Halftone Circles

A fading halftone shader.
The position property is the worldspace source of the fade.

Halftone Squares

A fading halftone shader.
The position property is the worldspace source of the fade.


Flame

Generates a flame.

Use a blank white square texture.

Capsule Collider

Generates a capsule collider.
This shader is intended to visualize the players collider.

Use a large enough white square texture.

Noise Shape

Generates a noise animated shape.
This shader is intended for particle systems.

Use a blank white square texture.


Inner Glow

Adds a glowing outline inside the sprite.
The width and color can of course be customized.

Glow Amplify

Makes the entire sprite glow with a custom color.

Glow Color Mask

Makes pixels with an R,G or B value above a threshold glow in a custom color.
So you can paint some pixels in 100% blue, green or red and then have those glow in any color you want.

Glow Texture Mask

Has a glow mask texture (like an emission map).
White pixels in the mask texture will glow in your custom glow color.

Shining

Moves a shining bend line over the sprite.
Shine is generated and fully configurable.

Shining Texture

Moves a shine texture over the sprite.


World Checkerboard

Shows the worldspace units in a checkerboard style.
This shader can be used for level designing or simplistic environments.

World Grid

Shows the worldspace units in a grid style.
This shader can be used for level designing or simplistic environments.

Item

Makes the sprite hover vertically, rotate and pulsate

Single Texture

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