Pixelate can snap every color in your sprite sheet to a fixed color palette — giving your game a consistent, hand-crafted pixel-art look. You can supply your own palette texture so output sprites match your game’s exact color scheme.Documentation Index
Fetch the complete documentation index at: https://docs.tomblack.ca/llms.txt
Use this file to discover all available pages before exploring further.
How palette snapping works
When you assign a custom palette, Pixelate maps each rendered pixel to the nearest color in your palette using thePalletteSnapping shader. The result is a sprite sheet where only your palette’s colors appear — no intermediate blending or extra shades.
Create your palette texture
A palette texture is a 1-pixel-tall PNG where each pixel on the X axis is one color. Create it in any image editor (Aseprite, Photoshop, GIMP, etc.):
- Width = number of colors (e.g., 16 pixels wide for a 16-color palette)
- Height = 1 pixel
- Save as PNG
Import the texture into Unity
Drag your palette PNG into the Project window. Then select it and configure these Import Settings exactly — any mismatch will produce wrong colors or a Console error at capture time:
Click Apply after making changes.
| Setting | Required value |
|---|---|
| Texture Type | Default |
| sRGB (Color Texture) | Enabled |
| Non-Power of 2 | None (if width is not a power of 2) |
| Read/Write | Enabled |
| Generate Mip Maps | Disabled |
| Streaming Mipmaps | Disabled |
| Virtual Texture Only | Disabled |
| Wrap Mode | Clamp |
| Filter Mode | Point (No Filter) |
| Compression | None (RGBA 32 bit) |
Assign the palette in PixelateCaptureManager
In the PixelateCaptureManager Inspector, find the Color Options section:
- Select the Custom Palette radio button
- Drag your palette texture into the Custom Palette field
Palette consolidation threshold
ThepalletteColorConsolidationThreshold setting in your PixelateSettings asset controls how similar two palette colors must be before the less-used one is removed. Range: 1–100, default: 3.8.
- Lower value — colors must be nearly identical to be merged; keeps more distinct shades
- Higher value — more aggressive merging; reduces the effective palette size
Included sample palettes
ThePixelate/Sampling/ folder ships with several lookup textures you can use directly or as references:
| File | Description |
|---|---|
DefaultCellLookup.png | Default cell-shading gradient |
2StepLookup.png | Two-tone cell shading (hard light/shadow) |
MoreStepsLookup.png | Multi-step gradient for smoother shading |
MoreMoreStepsCellLookup.png | More granular multi-step gradient |
NormalMapRendererCellLookup.png | Cell shading for normal map rendering |
NormalMapRendererCellLookupWide.png | Wider variant for normal map cell shading |
Dithering/ | Dithering matrix textures for palette snapping |
PixelateSettings (e.g., CellShadedLookup, DitheringLookupTexture) to customize the look of your output.