Icon Baker | Generate Icons from 3D Prefabs View on Asset Store (opens in new tab)

Package details

Latest version
1.1.0
Last updated
First released
Unity version
6000.3.10 or later
Package size
1.9 MB
Files
23
Views in the past week
8

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Icon Baker | Generate Icons from 3D Prefabs

by Galdrcode LLC-FZ (opens in new tab)

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Icon Baker turns any 3D prefab into a clean 2D sprite icon without ever leaving the Unity Editor. Skip the screenshot-crop-import grind and ship your icons in minutes.

Discount -40% Previous price $15.00 Price $9.00

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Price history

Last 6 months

USD
Price history for Icon Baker | Generate Icons from 3D Prefabs, 6 months Current $9.00; lowest $7.50; highest $15.00 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov Version 1.1.0 released 7 Jul 2026 v1.1.0

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Icon Baker | Generate Icons from 3D Prefabs screenshot 1

Icon Baker | Generate Icons from 3D Prefabs screenshot 1

About this asset

Icon Baker is a Unity Editor tool that bakes 3D prefabs and models into 2D sprite icons. Frame a single prefab in the live preview and capture it, or queue an entire folder and batch-bake hundreds of icons in one click. Works with both URP and the Built-in Render Pipeline.

The package is fully self-contained: a single editor window (Tools → Icon Baker), five built-in lighting style presets, a demo scene, and full source code. You bring your own prefabs, and the tool produces sprites from them; there are no scenes, prefabs, or art assets you're forced to ship with your project.

Every visual aspect is customizable: camera angle, zoom, light direction and color, ambient, temperature, post-processing (brightness, contrast, saturation, bloom, vignette, color tint, chromatic aberration, film grain, pixelate), three shadow types (object, drop, inner), outlines (border + highlight), a gradient silhouette mask for locked-item and ability icons, rounded corners up to a full circle crop, and background (transparent, solid color, or your own sprite).

The preview is true WYSIWYG at capture resolution, with live 64 px and 32 px thumbnails so you always know how the icon reads at real inventory size. Settings can be saved as named user presets and reapplied to any other prefab.

Batch mode turns icon production into a one-click job: add selected prefabs or whole folders (FBX and OBJ models included), let Auto-Fit frame each item to its own size, and bake with a progress bar while the editor stays responsive. Icons are saved to a central folder, next to each prefab, or into an Icons subfolder beside it, with configurable resolution, filename suffix, and overwrite behavior. Every control has a tooltip and full undo support.

Because the tool produces icons from whatever prefab you feed it, it's genre-agnostic: equally at home generating RPG inventory items, RTS unit portraits, card-game art, mobile shop displays, ability bars, crafting recipes, or anywhere else your UI benefits from consistent, art-directed icons of 3D assets.

From the publisher's Asset Store listing.

Technical details

Preview & camera

  - Interactive WYSIWYG preview that renders at the chosen capture resolution

  - Live actual-size 64 px and 32 px thumbnails to verify readability at inventory size                                        

  - Orbit, pan, and zoom directly in the preview (mouse drag and scroll)

  - Sliders for X/Y/Z rotation, zoom, and horizontal/vertical offset

  - Responsive layout: preview sits beside the controls in a wide window, or stacks above them when docked as a narrow side    

  panel

Lighting

  - 5-light rig (key + back fill + side fills + bottom fill) with intensity ratios that scale together

  - Disc-based key light placement that always stays on the camera-facing hemisphere

  - Custom light color, ambient intensity, and warm/cool temperature

  - 5 built-in style presets (Studio, Cinematic, Toon, Dramatic, Soft): one click writes to all sliders

  - Real-time 3D object shadow toggle with strength control

Visual effects

  - Post-processing on both pipelines: brightness (post-exposure), contrast, saturation, bloom

  - Stylize effects: vignette, color tint, chromatic aberration, film grain, and pixelate (2-64 px blocks)

  - Border and highlight outlines with configurable color and 1-8 px width

  - 2D drop shadow with offset, Gaussian blur, opacity, and tint, independent of the 3D scene

  - Inner shadow for an inset, engraved look along the silhouette edge

  - Gradient silhouette mask: recolor the object with a two-color gradient (horizontal, vertical, or radial) and a blend slider

  - Corner radius with anti-aliased edges, up to a full circle crop

  - Three background modes: transparent (alpha preserved), solid color, or any sprite (UV-scaled)

  - Film grain is deterministic: preview and capture match pixel for pixel

Batch baking

  - Queue prefabs via Project window selection (folders expand automatically, subfolders included) or a folder picker

  - FBX and OBJ model assets bake just like prefabs

  - Auto-Fit frames each prefab by its own bounds with a configurable margin; turn it off to apply your exact transform to     

  every item

  - Progress bar with cancel; the editor stays responsive during the run

  - Deferred asset import: PNGs are written during the run and imported in a single batched pass at the end, so large runs stay

  fast

Output

  - Resolutions: 128, 256, 512, or 1024 px (always square)

  - Three save locations: one central folder, next to each prefab, or an Icons subfolder beside each prefab

  - Configurable central folder anywhere under Assets/

  - Custom filename suffix with auto-sanitized invalid characters

  - Overwrite toggle with auto-incrementing fallback (_1, _2, ...)

  - Captured PNGs are auto-imported as Sprite (Single mode), alpha-is-transparency on, uncompressed, no mipmaps, no NPOT       

  scaling

Workflow

  - Save and load named user presets as JSON (lighting, effects, mask, output settings); presets from older versions keep      

  loading

  - Full undo support: Ctrl+Z reverts any change, and a slider drag reverts as a single step

  - Tooltips on every control

  - Collapsible sections that remember their open/closed state

  - Reset Transform and Reset Filters buttons for quick recovery

  - Live "Saves as" filename preview before each capture

Technical

  - Works with URP and the Built-in Render Pipeline; the pipeline is detected at runtime

  - Under URP: two-pass render compositor (post-processed color + post-processing-disabled alpha) to preserve transparency     

  while still applying URP effects

  - Under Built-in: single-pass render with CPU color adjustments; bloom uses a CPU approximation

  - All stylized effects run in the tool's own compositor, so they render identically in preview and capture on both pipelines  

  - Editor-only assembly (IconBaker.Editor), no runtime footprint, no external dependencies

  - Compatible with Unity 2021.3 and newer (tested through Unity 6)

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.10f1 Compatible Compatible Not listed

As listed on the Asset Store.