40 drop-in 2D sprite shaders for Unity, built for pixel art. Put any of them on a SpriteRenderer with one line of C#, or as a material from the inspector.
SpriteFX.Flash(player); // hit flash, own material back after
yield return SpriteFX.DissolveOut(enemy).Wait(); // then Destroy(enemy.gameObject)
SpriteFX.Apply(chest, "glow_outline").Set("glow_color", Color.yellow);
What's inside
- flash — hit flash to any colour
- outline — pixel-perfect, outside or inside, 1–16 px
- glow outline — soft, pulsing, HDR-ready
- dissolve — noise or directional, glowing edge
- burn — charred band and flickering embers
- palette swap — up to 8 colours, enemy variants
- silhouette — flat or shaded tint
- pixelate — whole-pixel steps
- wind sway — grass and trees, out of phase
- shine — sweeping highlight for pickups
- hologram — scanlines, flicker, glitches
- freeze — icy recolour, frost rim, glints
- glitch — row jumps and RGB split
- hue shift — static or rainbow cycling
- stone — petrify, desaturate, sepia
- wave — underwater, heat, dream
- blink — invincibility frames
- pulse tint — poison, heal, charge-up
- jelly — squash and stretch from the base
- gradient map — recolour through any gradient
- chromatic — split channels, optional wobble
- cloak — refracts what is behind it
- rim light — directional inner edge light
- invert — hit-stop negative frames
- dither fade — pixel-art fade, no translucency
- drop shadow — offset, hard or soft
- adjust — brightness, contrast, saturation, tint
- posterize — fewer colours, dithered, two-colour ramps
- shake — hits, rage, a rattling chest
- swirl — vortexes, sucked in, dizzy
- electric — crackling arcs, flickering charge
- fire aura — flames licking up behind the sprite
- cracks — damage spreading from a point
- motion blur — directional smear for dashes
- teleport — rows squeeze into a beam of light
- metal — gold, silver or bronze, with a glint
- afterimage — fading copies trailing a dash
- submerge — wading: wavy, tinted, foam line
- disintegrate — blown away as drifting dust
- cooldown — clock wipe for ability icons
- Every setting is a slider in the material's inspector, with sensible defaults.
- Noise snaps to texture pixels, so dissolves and burns stay crisp on pixel art.
- SpriteFX helper: Flash, Blink, DissolveOut/In, BurnOut, DitherOut/In, Shake, TeleportOut/In, Disintegrate, Cooldown, or animate any setting of any effect with Animate(...). Effects give your own material back when done.
- Outline, glow, shadow, flames, smears and dust can grow the sprite's quad, so unpadded sprites still get them whole.
- The SpriteRenderer's colour and flip carry through every effect.
- Demo scene with every effect running; click a sprite to hit it.
Compatibility
- Unity 6.3 or later, in any render pipeline: Built-in, URP (2D or Universal Renderer) and HDRP.
- Either input handler for the demo: the Input Manager or the Input System.