Runtime Texture Atlas View on Asset Store (opens in new tab)

Package details

Latest version
1.0.1
Last updated
First released
Unity version
6000.0.54 or later
Package size
1.1 MB
Files
25
Favorites
5
Views in the past week
17

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Runtime Texture Atlas

by Ryan Zehm (opens in new tab)

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Create Texture Atlases At Runtime Directly On The GPU

Price $15.00

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Price history

Last 6 months

USD
Price history for Runtime Texture Atlas, 6 months Current $15.00; lowest $15.00; highest $15.00 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

Asset preview

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Runtime Texture Atlas screenshot 1

Runtime Texture Atlas screenshot 1

About this asset

Overview

A simple tool which takes any Texture asset (Texture2D, RenderTexture, CustomRenderTexture) and adds it to a Texture Atlas.

This asset includes 2 methods, Graphics.Blit and Graphics.DrawTexture, with accompanying shaders for each method. The DrawTexture method performs faster because Blit is creating an unnecessary quad during computation. However, depending on the use case, Blit may be desired.

Example Use Case

A runtime Texture Atlas was needed when I was creating a blood splatter system for Unity.

  • A Shadergraph creates a procedural texture saved to a 32x32 CustomRenderTexture.
  • Next, this small “subtexture” is added to a larger 4096x4096 RenderTexture atlas.
  • Now 16,384 textures are available for use on the Atlas.

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.0.54f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.