> For the complete documentation index, see [llms.txt](https://seasidestudios.gitbook.io/seaside-studios/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://seasidestudios.gitbook.io/seaside-studios/sprite-shader/asset-window.md).

# Asset Window

**Video tutorial here:**

{% embed url="<https://youtu.be/N0IEFVmuFvc>" %}

You can access  it by going to Tools->AllIn1->SpriteShaderWindow

**The Asset Window offers you a bunch of settings options and utilities:**

1. **Asset Display Image Options:** Allows you to choose if the asset component will show the asset name logo or not. And in case you want the image it to show, you can choose the color of the image. You can choose between the default grey color of older Unity versions or the new black color of newer versions<br>

   <figure><img src="https://74615797-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fvllr9Cp7qJRxWBqjDfzS%2Fuploads%2FxdkxUr4SH5wLCNSrRzYU%2Fimage.png?alt=media&amp;token=4d80d508-24f8-42ab-8e3b-7e2197826391" alt=""><figcaption></figcaption></figure>

2. **Material Save Path:** As mentioned in the previous section the Asset can save Materials. By default these materials will be saved into a pre assigned “Materials” folder under the Asset root folder. But you can change the folder here:<br>

   <figure><img src="https://74615797-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fvllr9Cp7qJRxWBqjDfzS%2Fuploads%2FWSRJcp2QpipXW0toexqx%2Fimage.png?alt=media&amp;token=2e33b3ea-6d6e-4c76-8f67-f01a6af771f5" alt=""><figcaption></figcaption></figure>

3. **Render Material To Image:** Here you can change the default save route and the Rendered Image Texture Scale. Since the output will look slightly less sharp than the in-engine version you can upscale the output to make it more crisp in case you need to.<br>

   <figure><img src="https://74615797-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fvllr9Cp7qJRxWBqjDfzS%2Fuploads%2FzS8vsym98Sm9goNyjIoV%2Fimage.png?alt=media&amp;token=e36d6c7f-e17e-401f-9e14-24157689466e" alt=""><figcaption></figcaption></figure>

4. **Normal Map Creator:** You can change the save route of the Normal Maps used in the Urp 2D Renderer shader and you can also create Normal Map textures using this window. You can do so by adding a Target Image, choosing a Normal Strength and Smoothing values and pressing the Create And Save Normal Map.\ <br>

   <figure><img src="https://74615797-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fvllr9Cp7qJRxWBqjDfzS%2Fuploads%2FNaVISljqVVbWttmHLUQS%2Fimage.png?alt=media&amp;token=e5f56437-1165-4032-8a86-cc9aba5d19ac" alt=""><figcaption></figcaption></figure>

5. **Gradient Creator:** Allows you to create Gradient textures that can then be used with the asset shader. The most straightforward use for it is the Color Ramp effect. There is an example in the third row of the Demo called “Custom Gradient” that uses a texture created with this tool.<br>

   <figure><img src="https://74615797-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fvllr9Cp7qJRxWBqjDfzS%2Fuploads%2FKSzRGOB2Y6nMdmr5d8Ja%2Fimage.png?alt=media&amp;token=73a022a5-26a0-40c8-b783-5301d3c8d5ff" alt=""><figcaption></figcaption></figure>

6. Refresh Lit Shader: The Lit shader is automatically setup for you to match the render pipeline and Unity version you are using. If at some point you change version or render pipeline and there's an issue with the Lit shader you can press this button to force a reconfiguration.

<figure><img src="https://74615797-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fvllr9Cp7qJRxWBqjDfzS%2Fuploads%2FlYlZZlA6iT0SZPEpmZNz%2Fimage.png?alt=media&amp;token=d9ccfe18-30ca-4238-995d-dd653f12c4a6" alt=""><figcaption></figcaption></figure>
