Lean Texture+ is an extension to the Lean Texture asset, adding many new texture filters.
Before using Lean Texture+ I recommend you read the documentation and demo scenes for Lean Texture.
To install this package, first open the Package Manager window, and wait for the package list to finish downloading.
Click the dropdown, and select Unity Registry, so you can see all of Unity's official packages.
Once the list loads, scroll down to find the Burst package, and click Install.
You should now be able to enjoy the full Lean Texture+ experience!
If you haven't already, make sure you install the Burst package made by Unity. Steps on how to install this are described HERE.
Go to the Project tab, right click on a texture asset, and select the Create / Lean / Texture option.
This will create a new LeanTexture asset alongside your texture. This asset will be pre-configured with your texture.
Click the Add Filter button, and select the kind of filter you want to apply to your texture.
After you add a filter, you can adjust its settings in the inspector.
At the bottom of the inspector you can see a preview of the texture with all the filters you have applied.
Once you're happy with your texture modifications, you can click the Save button. This will save the modified texture to your project alongside the LeanTexture asset, with the same filename.
Here's a list of all my other assets, please check them out!
You can also view this list on my Asset Store page.
Rapidly develop your game with consistent input across desktop & mobile using Lean Touch. This lightweight asset comes with many modular components, allowing you to customize them to your exact project needs!
Lean Touch+ is an extension to the popular Lean Touch asset, adding many more example scenes.
Lean Localization is a localization library that's designed to be as simple to use as possible for both designers, and programmers.
Quickly optimize the performance of your games using Lean Pool. Within minutes you can use this lightweight asset to preload, recycle, and limit the spawning of your prefabs.
Quickly polish your games using Lean Transition. This asset allows you to easily tween or animate almost anything in your game, making it transition smoothly.
Lean GUI is a colllection of components that extend Unity's GUI system, allowing you to rapidly enhance the user experience (UX) of your game's UI.
Lean GUI Shapes allows you to quickly add lines, rounded boxes, polygons, and much more to your GUI!
Lean Texture allows you quickly modify textures in your project with a range of filters, pack them together into channels, and much more!
Lean Texture+ is an extension to Lean Texture, adding many new types of texture modification tools!
Unlock a universe of visual possibilities with Modular Backgrounds. Simply drag and drop these graphics into the background of your scenes.
Paint all your objects using Paint in 3D - both in game, and in editor. All features are optimized with GPU accelerated texture painting, so you can enjoy consistent performance, even if you paint your objects one million times!
Paint all your sprites with Paint in 2D. With incredible performance on mobile, WebGL, and much more!
Paint in Editor unlocks the ability to paint objects in your scene - great for making small tweaks, or even creating entirely new texture sets!
FLOW allows you to add large scale interactive fluids to your scene - all highly optimized using GPU acceleration.
Unlock the full potential of your 2D games using Destructible 2D, this asset allows you to quickly convert all your boring solid sprites into fully destructible ones!
Quickly make the space scene of your dreams using Space Graphics Toolkit. This huge collection of space effects can be customized and combined in any way you like, allowing you to quickly make realistic or fantasy worlds. Each feature has been heavily optimized to run on almost any device and platform.
Enhance your space scenes using this large pack of high detail volumetric planets. These planets are finished using the powerful planet features from Space Graphics Toolkit (not required).
Unity sounds only emanate from a single point source. This is great for explosions and footsteps, but quite often you need something more advanced. Volumetric Audio is an easy to use package that allows you to define boxes, spheres, capsules, paths, or meshes that sounds can emanate from.
Moved main build to Unity 2020.3.0f1.
Added Convert To Metallic filter.
Added Blend = AlphaBlend setting to Combine Textures filter.
Changed folder structure to be inside Plugins/CW/LeanTexture+.
Updated inspector code to support third party assets that implement nested inspectors.
Added Distance to Replace Color filter.
Added Opacity to Replace Color filter.
This allows you to create a new texture based on simplex noise.
The size of the created texture.
The tiling/detail of the noise.
The amount of noise layers that get mixed together.
The random seed used when generating the noise.
This allows you to blur the texture by the specified radius.
The radius of the blur in pixels.
This allows you to combine another texture into the current texture.
The texture that will be combined with the current texture.
The technique used to combine the textures.
Crossfade = The RGBA channels will be linearly interpolated separately.
AlphaBlend = The RGBA channels will be blended based on the A channel of each texture.
The opacity of the texture combination.
This allows you to modify the contrast of the texture.
The contrast of the texture will be multiplied by this value.
This allows you to color the edges of the texture.
The texture heights will be calculated based on this aspect of the pixels.
The color that it will be applied to the edges.
You can lower this value to reduce edge noise from smaller differences.
The strength of the edge effect.
This allows you to insert all filters on the specified texture into this one, as if this filter .
The texture whose filters will be copied.
This allows you to invert the pixels of the current texture.
Should this filter apply to all channels the same, or should each channel be separate?
The strength of the inversion.
The strength of the inversion.
The strength of the inversion.
The strength of the inversion.
The strength of the inversion.
This allows you to convert the texture into a normal map based on height data extracted from the RGBA values in the specified way.
The color of the most metallic part of the source texture.
The metallic value given to areas that don't match the TargetColor.
The metallic value given to areas that match the TargetColor.
The calculation to find the difference between the current pixel color and the OldColor.
MaxChannel = The maximum difference between any of the color channels.
Average = The average of all channel differences.
The OldColor can be off by this much.
How much should colors outside the Threshold be replaced?
This allows you to mirror the texture coordinates.
How should the mirroring be applied to the texture channels?
The horizontal and vertices axes that will be mirrored.
The horizontal and vertices axes that will be mirrored.
The horizontal and vertices axes that will be mirrored.
The horizontal and vertices axes that will be mirrored.
The horizontal and vertices axes that will be mirrored.
This allows you to convert the texture into a normal map based on height data extracted from the RGBA values in the specified way.
The texture heights will be calculated based on this aspect of the pixels.
The overall strength of the output normals.
The contribution to the output normals based on 2 samples across each axis.
The contribution to the output normals based on 4 samples across each axis.
This allows you to modify the scale/strength of the texture if it's a normal map.
The normal strength will be multiplied by this.
This allows you to offset the texture by the specified amount.
Should this filter apply to all channels the same, or should each channel be separate?
The coordinate space of the offset.
The amount the texture will be shifted across the x (right) and y (up) axes.
The amount the texture will be shifted across the x (right) and y (up) axes.
The amount the texture will be shifted across the x (right) and y (up) axes.
The amount the texture will be shifted across the x (right) and y (up) axes.
The amount the texture will be shifted across the x (right) and y (up) axes.
This allows you to pixelate the texture by the specified amount.
The scale of the pixelation.
This allows you to modify the contrast of the texture.
How should the texture channels should be modified?
The amount of possible values each channel can have.
The amount of possible values this channel can have.
The amount of possible values this channel can have.
The amount of possible values this channel can have.
The amount of possible values this channel can have.
This allows you to replace the specified color in the texture with another color.
The color that will be replaced.
The color that it will be replaced with.
The calculation to find the difference between the current pixel color and the OldColor.
MaxChannel = The maximum difference between any of the color channels.
Average = The average of all channel differences.
The OldColor can be off by this much.
How much should colors outside the Threshold be replaced?
The overall color replacement strength.
This allows you to resize the current the texture.
The new size of the texture.
-1 = No change.
This allows you to convert the texture into a seamless one.
The thickness of the transition region.
The position along the texture the seam will be filled in with.
The position along the texture the seam will be filled in with.
The texture transition will be modified based on height data from this aspect of the pixels.
The amount of impact the height data has on the transition.
The frequency of the noise data.
The amount of impact the noise data has on the transition.
This allows you to modify the sharpness of the texture.
How should the texture channels should be modified?
The sharpness of the texture will be multiplied by this value.
The sharpness of the texture will be multiplied by this value.
The sharpness of the texture will be multiplied by this value.
The sharpness of the texture will be multiplied by this value.
The sharpness of the texture will be multiplied by this value.
This allows you to swap the channels in the current texture.
The channel of the current texture that will end up in the red channel of the output texture.
The channel of the current texture that will end up in the green channel of the output texture.
The channel of the current texture that will end up in the blue channel of the output texture.
The channel of the current texture that will end up in the alpha channel of the output texture.