MK Sprite Shader View on Asset Store (opens in new tab)

Package details

Latest version
1.1.0
Last updated
First released
Unity version
2021.3.0 or later
Package size
13.9 MB
Files
124
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MK Sprite Shader

by Michael Kremmel (opens in new tab)

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MK Sprite Shader: Jitter-free antialiased sprite rendering that eliminates shimmer at distance and steep angles. Crisp Pixel Art or smooth Hybrid rendering with fully lit physically based shading.

Price $39.90

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Price history

Last 6 months

USD
Price history for MK Sprite Shader, 6 months Current $39.90; lowest $39.90; highest $39.90 in this period. $0 $25 $50 Jun Jul Aug Sep Oct Nov Version 1.0.1 released 31 May 2026 v1.0.1 Version 1.0.2 released 20 Aug 2026 v1.0.2 Version 1.1.0 released 21 Oct 2026 v1.1.0

Asset preview

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MK Sprite Shader screenshot 1

MK Sprite Shader screenshot 1

About this asset

🎨 The Idea🎨

Combine antialiased sprite rendering with physically based shading.

MK Sprite Shader is built to make sprites look stable: less shimmering, less crawling pixels, less flicker, jitter free β€” even when zooming, rotating, or viewing at steep angles.

It blends crisp Pixel-Art or Smooth Art with physically-inspired lighting (normal maps, smoothness/metallic, height, AO, light transmission), and offers three renderer modes β€” Default, Hybrid, and Pixel Art β€” so you can choose anything from clean smooth art to crisp antialiased pixel art.

One material, multiple use cases: Sprite Renderer, URP 2D Renderer, and 3D meshes (quads, billboards, even regular 3D geometrie) β€” no material swapping required.

πŸ“¦The PackageπŸ“¦

  • 3 stylized shaders for unlit, simple lighting, and physically based shading
  • Bonus: Pixelated Skybox shader. Add a simple gradient based sky and mix a pixelated look to it.

Demo: WebGL

✨ Core Rendering

  • 🧼 Antialiased sprite sampling to reduce shimmer & flicker at distance, zoom, and glancing angles
  • 🟦 Default (standard shading)
  • πŸŸͺ Hybrid (adaptive AA smoothing β€” balances crisp + smooth)
  • πŸŸ₯ Pixel Art (antialiased point sampling β€” keeps pixel definition, reduces crawl)

🧩 One shader for: SpriteRenderer βœ… Meshes/Quads/3D βœ… URP 2D Renderer βœ… URP 3D Renderer βœ… Built-in Renderer βœ…

πŸ’‘ Lighting & PBR Style

  • 🌞 Lit sprite workflow with specular + smoothness controls
  • 🧱 Normal map support for depth & directional highlights
  • ✨ Specular / Metallic map support for stylized highlights and material response
  • πŸŒ‘ Occlusion map support for enhanced depth and contact shading
  • β›° Height map support for additional surface detail and depth variation
  • πŸŒ— Rim lighting (Simple / Split) for stylized edge pop
  • πŸ•―οΈ Indirect lighting fade support (per-object tuning)

🎨 Stylization Toolkit

  • 🌈 Gradient (Mix / Add / Multiply)
  • 🎚️ Color grading (pre- or post-composite): contrast, saturation, brightness, hue
  • 🧊 Posterize with smoothness/fade/levels
  • 🧬 Overlay Color/Texture (Mix / Add / Multiply) with blink controls
  • πŸ–ŠοΈ Alpha Outline (Performance / Quality Modes) + noise + flow
  • 🌾 Grain (procedural)
  • 🌫️ Drop shadow custom sprite
  • πŸͺ© Holographic layer + optional glitter (view-dependent, stylized foil look)

πŸŒ€ Animation & VFX Controls

  • 🧻 Dissolve (pattern map + border ramp)
  • 🧭 Scroll UV (direction + speed)
  • πŸ’‘ Flicker (speed + offset)
  • πŸ’₯ Vertex shake (speed/intensity + axis weights + stutter)
  • 🌊 UV distortion (DuDv map + flow)

🧱 Production-Friendly

  • πŸš€ GPU Instancing ready
  • πŸͺž Double-sided rendering option
  • βœ‚οΈ Alpha clipping toggle
  • πŸ“¦ Works across 2D/3D scenes without changing materials

From the publisher's Asset Store listing.

Technical details

πŸ“„Technical DetailsπŸ“„

  • From scratch & hand-written shader
  • Focused on a perfect trade-off in terms of quality and performance
  • Compatibility, usability, flexibility stability are high priorities
  • The package was created using a custom shader parser. Meaning custom modification can be difficult. If you have any specific use case feel free to reach out at any time!
  • SpriteRenderer dynamic batching can merge sprites and remove per-object transforms, which can affect per-sprite billboarding. (Per-renderer material usage avoids this.)
  • Universal 2D renderer has some limitations. PBR workflow falls back to default URP 2D lighting.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2022.3.0f1 Compatible Compatible Not listed
2021.3.0f1 Compatible Compatible Not listed

Recommended editor version: 2021.3 or higher.

Supported Render Pipelines:

- Built-in

- Universal (3D Renderer)

- Universal (2D Renderer)

Sprite Renderer Component and regular meshes are supported.

‴️NEW! Unity 7 Ready

As listed on the Asset Store.