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PixelArtPipeline

Based on PixelArtPipeline of Broxxar

In editor tool to render 3D object as sprite sheet or single sprite with normal map — based on the character art pipeline of the Dead Cells

Functionality

  • Capture a single frame from the camera’s view
  • Capture a 3D object with animation into a sprite sheet
    • Set count of the frames per second to the capture of animation
    • Set start and end frames of your animation
    • Preview animation (not result of capture)
  • Capture with or without normal map
  • Set sprites resolution (named as "Cell Size")
  • Showing of the dead zone of the capturing

CaptureComponent

Known issues

  • URP with some custom shaders fails to capture normal map

How to use

  • Navigate to Assets/Avastrad/PixelArtPipeline/Demo/Scenes/CaptureScene.unity to explore and test the setup

or

  • Add your 3D model and a camera to the scene (camera will be used for capturing).
  • Add the PixelArtPipelineCapture script to any object in the scene.
  • Set references into the PixelArtPipelineCapture (capture camera, target 3D object, and animation if it needed)
  • Press one of the buttons:
    • Capture Screen (capture single sprite from the camera’s view)
    • Capture Animation

Tip: In most cases i think you prefer use unlit materials on your 3D object without any lighting on the scene. However, any materials types and light setup can be used based on your preferences.

Example of result (with 2D cel shader)

Source Result NormalMapExemple

About

Convert 3D objects/animations to 2D sprite sheets. Based on PixelArtPipeline of Broxxar: https://github.com/Broxxar/PixelArtPipeline

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