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Package details
- Latest version
- 1.1
- Last updated
- First released
- Unity version
- 6000.0.84 or later
- Package size
- 665 KB
- Files
- 36
- Views in the past week
- 30
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- $29.99 on
Keywords
HSP 3D Pixel Camera
Pixel-perfect 3D camera for URP (Unity 6). Low-res point-filtered render, grid-snapped camera and objects, smooth sub-pixel motion and no shimmer. Setup wizard, demo scene and full documentation.
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Last 6 months
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HSP 3D Pixel Camera screenshot 1
About this asset
HSP 3D Pixel Camera gives your 3D game a true pixel-art look in the URP, without the blur, shimmer and crawling pixels you get from simply lowering the resolution.
The world is rendered at a low resolution you choose and shown with sharp, evenly sized pixels. The camera and your moving objects are locked to the pixel grid, and a sub-pixel offset keeps camera movement smooth instead of stepped. You can switch the smoothing off for a chunky retro feel.
What you get
• A ready-made camera rig: pan, follow a target, mouse-wheel zoom and 45° orbit. Or drive it from your own scripts with a single FocusPoint.
• Render texture zoom: zoom by scaling the visible window of the low-res render texture, so your pixel density and art style stay constant instead of changing as the camera zooms.
• Object snapping that does not touch your code: add one component, tick the scripts that move the object, done. Works with character controllers, patrols, physics and NavMesh agents.
• Pixel-correct mouse picking and world-to-screen helpers (Unity's own camera functions are don't work for this camera).
• UI and sprites on the viewport camera stay crisp at native resolution on top of the pixel-art rendering.
• A setup wizard for easy configuration into your project.
• A demo scene with a live panel to compare snapping on and off, change the pixel grid and see the result.
Built for Unity 6
Written for URP Render Graph and tested on Unity 6000.0 and 6000.6. Works with the Input System package, the legacy Input Manager, or your own input. Full C# source with assembly definitions and a namespace, so it will not clash with your code.
Documentation
A full technical manual (HTML and PDF) explains how the technique works, with architecture, frame timeline, formulas, API reference, integration guidance and diagnostics.
Good to know
• The render camera is orthographic (isometric, top-down and side-scroller games).
• Toon, outline, terrain and water shaders are not included. Only the camera.
• It works with any URP material.
• Tested on Windows (Direct3D 11 and 12). Other platforms use the same code but were not tested.
• Not for the 2D Renderer or XR.
From the publisher's Asset Store listing.
Technical details
• Unity 6 (6000.0 and newer); tested on 6000.0.32f1 and 6000.6.4f1
• Universal Render Pipeline 17+, Universal Renderer, Render Graph renderer feature
• Low-resolution orthographic render texture with point-filtered up-scaling
• Camera grid snapping with sub-pixel smoothing (toggleable), adjustable zoom window
• HSPSnapper: object snapping by mirroring movement scripts or by following a transform; Character Controller supported
• HSPCameraController: pan, follow with smoothing, zoom, 45° orbit, manual mode
• HSPCameraManager API: FocusPoint, SnapToGrid, ScreenPointToRay, WorldToScreenPoint, runtime resolution and zoom
• Input System package, legacy Input Manager or custom input provider (IHSPInputProvider)
• Setup wizard, custom inspectors with built-in diagnostics, menu items
• Demo scene, demo UI panel and prefabs (camera rig, debug canvas)
• Full C# source, assembly definitions, HicSuntPixel namespace
• No per-frame managed allocations in the package scripts
• No warnings or errors from the package at runtime or in builds
• Documentation included: HTML and PDF
• Verified on Windows, Direct3D 11 and 12
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.6.4f1 | Not listed | Compatible | Not listed |
| 6000.0.84f1 | Not listed | Compatible | Not listed |
Compatible with Unity 6 (6000.0) and newer. Requires URP (Universal Renderer); not for HDRP or the Built-in pipeline.
As listed on the Asset Store.