Asset Component Features
This component will provide shortcuts that will streamline your workflow
Last updated
This component will provide shortcuts that will streamline your workflow
Last updated
Once added the component will look like this:
The Asset Component streamlines your Unity editor workflow by automating basic operations, saving you time. Everything this component does can be accomplished manually within the Unity editor. It's important to note that this component is intended for use solely within the editor environment and should not be utilized at runtime or called by scripts. We recommend removing the component once your material setup is complete, though leaving it in place won't cause any issues or have any performance implications.
The buttons do the following:
Deactivate All Effects: Turns off all Effects (both Color and UV). Clicking this button does not remove previous settings, so if an effect is turned on again, the old settings remain.
New Clean Material: It will create a new instance of the AllInOneSpriteShader material and assign it to the Sprite. Deactivating and resetting all effects and properties in the process.
Create New Material With Same Properties: It will create a new instance of the AllInOneSpriteShader material with the same effects and properties of the previous one. This is useful when you want to create a material similar to another one.
Save Material to Folder: Create a copy of the material with current effects enabled and specific settings set. Material can be located in the save folder for reapplication (save path can be changed in the Asset Window). This button must be clicked prior to making a Prefab of a Gameobject with effects applied.
Apply Material To All Children: Applies the material of the current selected object to all the objects under its hierarchy. All children renderers will then have the same effects and properties as the parent.
Render Material To Image: Renders current Texture + Material to an image texture. You can read more about this in the Render Material To Image section.
Change Shader Variant: This dropdown allows you to swap the different variants of the shader included in the asset. You can learn more about the Scaled Time, Masked UI and URP 2D Renderer variants in the Scaled Time, UI Masking and URP 2D Lights sections of this Documentation.
Sprite Atlas Auto Setup: Use this in case your sprite is contained inside an atlas. This will add the SetAtlasUvs component for you and will make sure that the effects get properly drawn on your sprite (See Sprite Atlases section for more details).
Remove Sprite Atlas Configuration: Removes SetAtlasUvs component and the rest of the sprite atlas configuration.
Remove Component and Material: Removes the component from the GameObject and sets the Sprite Material back to the Sprite/Default one.