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Sprite Shader
Sprite Shader
  • What is All In 1 Sprite Shader
  • Overview
  • First Steps (Must Read)
  • Render Pipeline And Post Processing Setup
  • Asset Component Features
  • Right Click Create Material
  • Asset Window
  • Textures Setup
  • Custom Sort Axis
  • Saving Prefabs
  • Sprite Atlases
  • How to animate effects
  • Scripting
  • How to Enable/Disable Effects at Runtime
  • Random Seed
  • Scaled Time
  • UI Masking
  • 2D Renderer URP Lights
  • 3D Lights
  • Unified Outline
  • Render Material To Image
  • Compatibility with other assets
  • Effects and Properties Breakdown
  • Considerations
  • Running out of Shader Keywords
  • FAQ (Frequently Asked Questions)
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First Steps (Must Read)

PreviousOverviewNextRender Pipeline And Post Processing Setup

Last updated 7 months ago

The asset includes a component that will do all the setup for you. The component is called “AllIn1Shader”:

When you add it, the component will swap the current material for a new instance of the AllInOneSpriteShader material. The component also has some features that are overviewed in the next point.

Here you have a link to a video that gives an overview of the asset in case you prefer a visual explanation:

But you can also do it the classic way: right clicking the AllInOneSpriteShader and then going Create->Material. You can then name this material and drag it into the Sprite Renderer Material slot in the Inspector of the desired Sprite:

The same process can be followed for UI Images, Particle Systems, Tilemap Renderers, Sprite Shapes and Mesh Renderers.

Once the Material is added you’ll see the Material Inspector. You can enable the effects you want to be displayed by clicking the toggle boxes and change the properties values usually by using a slider. You can also change these values via scripting (see Scripting section).

Make sure that “Animated Materials” is checked in the Scene view (in some versions called “Always Refresh”):