3D & 2D Pixel Art Shaders for URP - Realtime Pixelation, Outlines & Dithering OFFICIAL SALE

Turn selected 3D models and 2D artwork into pixel art in real time. Build a consistent visual style with adjustable pixel size, outlines, reduced colors, ordered dithering and custom palettes.

Assign pixel materials to the objects you want to stylize, then tune the result while the scene runs. Combine pixelated characters, props, sprites, tilemaps, particles and UI images in the same project.

Shape your pixel art style

  • Pixel materials for opaque and transparent 3D meshes, including SkinnedMeshRenderer.
  • Sprite and tilemap rendering through the Universal Renderer or Unity’s native 2D Renderer.
  • Native 2D lighting for sprites using the 2D Renderer.
  • Adjustable outlines, internal geometry edges, lighting bands and light-reactive bevel highlights on the 3D path.
  • Color reduction, ordered dithering and custom palette lookup textures.
  • Independent pixel size, outline width, outline group and stable-grid settings for objects sharing a material.
  • Shared grid anchors for multi-part characters and props.
  • Dedicated shaders for billboard particles and uGUI images, including Mask and RectMask2D.
  • Optional stepped Animator sampling for a lower-frame-rate animation style.

Explore the effect immediately

Open Demo/Demo.unity and press Play. The 3D comparison appears immediately. Use the MODE buttons to switch between 3D, 2D, 2D URP and Feature Lab. Adjust pixel size and dithering, toggle outlines, pause motion and compare orthographic and perspective cameras.

The examples include a robot, a portrait, tilemaps, native 2D lights, a deforming skinned mesh, transparent surfaces, particles and a masked UI image.

Source and setup tools included

The package includes ShaderLab, HLSL and C# source, six prefabs, sixteen materials, a palette editor, renderer settings and an illustrated guide. Editor setup installs the mesh renderer feature on the active Universal Renderer when a pixel mesh material is used in the open scene.

Requires URP with Render Graph enabled. See Technical Details for the tested configuration, hardware requirements and validation limits.