{"id":20384557,"url":"https://github.com/kitbashery/3d-pixel-graphics-toolkit","last_synced_at":"2025-04-12T09:23:50.336Z","repository":{"id":155469493,"uuid":"536252633","full_name":"Kitbashery/3D-Pixel-Graphics-Toolkit","owner":"Kitbashery","description":"HDRP shader graphs for creating pixel-style graphics in Unity 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ONLINE DOCUMENTATION FOUND @ https://kitbashery.com/docs/3d-pixel-graphics-toolkit --\u003e\r\n\r\n\r\n\r\n![](https://kitbashery.com/assets/images/kitbashery-github-banner.jpg)\r\n\r\n[![Unity Version](https://img.shields.io/badge/Unity-2021.3%2B-blue.svg)](https://unity3d.com/get-unity/download)\r\n[![GitHub](https://img.shields.io/github/license/kitbashery/modular-ai.svg)](https://github.com/Kitbashery/3D-Pixel-Graphics-Toolkit/blob/main/.github/LICENSE.md)\r\n[![OpenUPM](https://img.shields.io/badge/Install-openUPM-blue)](https://openupm.com/packages/com.kitbashery.3d-pixel-graphics-toolkit.html)\r\n[![Latest](https://img.shields.io/badge/Dev%20Kit-.unitypackage-blue)](https://github.com/Kitbashery/3D-Pixel-Graphics-Toolkit/releases/download/Development-Package/Kitbashery_3D_Pixel_Graphics_Toolkit.unitypackage)\r\n[![Documentation](https://img.shields.io/badge/Docs-Kitbashery.com-%23ffaf0c)](https://kitbashery.com/docs/3d-pixel-graphics-toolkit)\r\n[![Contributing](https://img.shields.io/badge/Contribute-guidelines-lightgrey)](https://github.com/Kitbashery/.github/blob/main/.github/CONTRIBUTING.md)\r\n\r\n# 3D Pixel Graphics Toolkit\r\n\r\nHDRP shader graphs for creating pixel-style graphics in Unity 3D.\r\n\r\n[![Youtube](https://img.youtube.com/vi/wWMcH4FSE44/0.jpg)](https://www.youtube.com/watch?v=wWMcH4FSE44)\r\n\r\n\u003cul\u003e^^^^^^^^^ Click to play Youtube video ^^^^^^^^\u003c/ul\u003e\r\n\r\n## Features:\r\n\r\n* Pixelate Shader\r\n* Pixel Cloud Shader\r\n* Pixel Fluid Shader\r\n* Pixel Triplanar Shader\r\n\r\n### Pixel-Perfect Primitives:\r\nMeshes with UVs optimized for pixel rendering.\r\n\r\n* Cube\r\n* Cylinder\r\n* Ramp\r\n* Sphere\r\n* Dome\r\n\r\n## Getting Started:\r\n\r\n1. Import the package.\r\n2. Import the demo scene found under the samples section in the package manager. (this will include the meshes).\r\n\r\nOther things you may wish to do for a pixel-style project is to add an Import preset so imported textures have their import setting automatically set to:\r\n* Max size set to \"32\".\r\n* Filter Mode set to \"Point (no filter)\".\r\n* Compression set to \"none\".\r\nThis will save a lot of time messing with the import settings.\r\n\r\nIt is also good to note that for 16x16 textures that one pixel in world units scale is `0.0625` and that magic number helps when snapping scale values acheive a uniform look.\r\n\r\nIt should also be noted that although primitive meshes such as the ramp, dome and sphere have UVs optimized for pixel perfect rendering there is geometric limitations that will still result in stretching. It is best to keep those meshes scaled uniformly, however checking `sloped surface` in the triplanar shader's material properties may help with some cases.\r\n\r\nAlso if you notice textures are not tiling then try using material instancing instead of static batching.\r\n\r\n---- \r\nThe name Kitbashery \u0026 all associated images Copyright \u0026copy; 2023 Kitbashery. All Rights Reserved.\r\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkitbashery%2F3d-pixel-graphics-toolkit","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fkitbashery%2F3d-pixel-graphics-toolkit","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkitbashery%2F3d-pixel-graphics-toolkit/lists"}