Post-Processing through Sprites Renderers , UI Images or Particles.
Contains 21 highly customizable and combinable filters.
Feel free to ask for support or request features.
Discord ➞ https://discord.gg/nWbRkN8Zxr
Email ➞ email@example.com
Asset Link: Click Here
- Unity 2018.4 (or higher)
- Built-In Render Pipeline
Only enabled shaders and features use gpu performance.
The amount of active overlays matters a lot.
Disable gameobjects whenever you can to boost gpu performance.
The alpha channel will fade all shaders.
So any sprite renderer, image or particle system fading will also fade the filters.
Additional options can be found in the Fade Settings section.
Rightclick in your Project Window and click on "Create" → "Material".
You may want to create a folder for your materials to keep things organized.
2. Assign the Overlay Shader to the Material
Select your new material and look at the Inspector Window.
The shader selection can be found at the top of the material inspector.
Select the "Overlay Filters" → "Overlay" shader.
3. Assign the Material to a 2D Object (SpriteRenderer, UI Image, Particle System, ...)
You can assign the material to almost every 2D Object.
Either look for the Material Slot in the object's inspector.
Or drag the material from the Project Window onto the object in the Scene Window.
4. Enable and Customize Filters
Filters can be enabled, customized and combined with each other.
Everything behind the overlay is affected by the enabled filters.
Multiple overlays can be stacked by layering them on top of each other.
If you have any questions or need assistance please contact me 🙂
If you have a particle system using the overlay shader.
Multiple particles of the same particle system won't overlap properly.
Only have a single active particle at a time per particle system component.
If you have multiple sprite renders using the overlay shader.
Their sorting order or z position should be different.
If they are rendered at the exact same order, they won't overlap properly.
Filters (look into the demo for combinations)
The original for reference.
Blurs the image smoothly.
Blurs using a direction angle.
Zoom blurs towards a center position
Zooms into the image.
Intended for ripple particles.
Changes highlights and shadows to two different colors.
Changes the color to a single tone.
Adds a distortion effect.
Adds a zooming rainbow effect.
Adds a snappy distortion effect.
Can be used for glitch effects.
Creates an outline with customizable colors.
The lines and fill color can be toggled for various effects.
Adds a basic glitch effect.
Intended to be combined with other filters. (see demo)
Adds a static noise effect.
Pixelates the image.
Negates all colors.
More realistic than a simple additive shader.
Changes the brightness.
Changes the contrast.
Changes the saturation.
Sets the hue.
Limits the palette by snapping saturation, hue and brightness.
More discernible in online demo. (gif is low quality)