Colorify contains several shaders that let you easily recolor your assets without use of color masks or any additional textures - just use your ready textures and tell what colors you need to swap.
Update 1.6b:
Compatibility changes to standard shader versions for Unity 5.6
Compatibility changes to standard shader versions for Unity 5.5
Added “bake texture” options for baking recolored textures into file
Enable partial recoloring of existing assets - majority of Asset Store models don’t have partial recoloring option. With Colorify, you can easily change the color of the parts you need without touching everything else. (All example models are free downloads from asset store and contain only one diffuse texture and material without any built-in way for partial recoloring).
Dynamically change color schemes of your objects (team colors, armor & weapon customization, and more).
Real-time preview of possible color schemes right inside your game-play, before preparing designated assets.
Play with your colors and ranges procedurally to achieve some interesting effects (real-time spoiling fruits with spoiled areas growing gradually, “infection” effects on skin, smooth continuous color-swapping in real-time etc.)
Generate recolor map from Unity editor and use them in Colorify or your own shaders, and edit them in any image editor.
68 shaders total, including Standard PBS shader variant.
Mobile versions of shaders supporting shader model 2.0.
Recolor map generator & recolored texture baker.
Examples for both normal and mobile versions.
Debug shader for precise tweaking.
Currently there’s support for up to 2 color ranges per texture to recolor.
Colorify use rgb distance and hue filtering to recolor parts you designate without touching everything else.
(Real-time mobile versions use only rgb distance to comply to shader model 2.0 restrictions)
Updated 1.0b version should be available on asset store in about 3 days.
Update unifies the way main color is handled by different shader families and contains small manual update.
Also, online manual is now avaliable.
I just uploaded 1.1 version on Asset Store, it contains Toon Outline and Unlit(alpha,cutout and simple) versions of shaders. It should be avaliable in 3-5 days.
Example of Toon Outline shader (outline color can be adjusted):
1.2 version submitted to Asset Store, containing Maskless Dissolve family of shaders. These shaders use color ranges instead of dissolve masks. Recolor+Dissolve shaders also included (1 range for dissolve and 1 range for recolor).
Note that price of new version was raised to 10$, so if you want to still pay only 5$ for Colorify, you have 3-5 days to buy it.
Thanks!
Demo is in the works right now and isn’t available yet.
This asset falls into “non-tryable” category and can be refunded no question asked within 2 weeks of purchase, so you can try it that way for now.
Version 1.2 is live on Asset Store.
Added maskless dissolve shader family, which perfroms “dissolve” effect based on color ranges instead of dissolve masks.
I started to upload image effect based on slightly imporved Colorify color selection algorithm.
First in line is Advanced Selective Recolor and it’s FREE for a limited time!
Version 1.3 will be containing alternative to real-time color range determination: Recolor Mask baking.
It’ll allow to use full power of rgb and hue filtering on mobile devices, improve performance on all platforms, and allow you to edit recolor masks in any image editor.
Note that there will be price increase with the new version.
This looks great, but I’m wondering if the shader is constantly doing it’s computations during runtime or if it just does it on load.
My thinking is do I use a mask that uses hardly any calculations at run-time but has to store the mask in memory.
Or your system that has no mask but it probably continuously calculates during runtime. Memory vs performance.
Also does any of these shaders react to ambient light?
In current version, all shaders are doing computations during run-time - it allows dynamic changes in color ranges. In the next version, there will be option for generating recolor mask in editor mode.
Most shaders react to light - it’s basically standard Unity shaders with recolor options.
Good news: just finished implementing mask baking for free version of Unity, so mask generation will be available on both Free and Pro versions (Pro will be a lot faster though, especially on big textures).
I’m not sure I understood the intent of this asset correctly…I thought I would be able to change the color of a bunch of individual units randomly to distinguish them from one another. But it seems I can only change the color of all the units at the same time as a group.
Do you have any way to color individual units a different color even though they are using the same material? Is that even possible? Anyway I am also etting some errors in Unity 4.6.0f3:
Shader error in ‘Colorify/Mobile/1 Color/Toon Outline’: ‘vert’: function return value missing semantics at line 115
Shader error in ‘Colorify/Mobile/1 Color/Toon Outline’: ‘frag’: input parameter ‘i’ missing semantics at line 130
Hello, you understood correctly. If you’re changing colors through material.SetColor, it’s extremely strange behaviour. You can send me part of your project that uses Colorify on leonidmv@gmail.com, and I’ll look at it.
Thanks for bringing the errors to my attention, I didn’t make compatibility check on 4.6 yet. I’ll fix them and upload update during next week.
Thank you, I started over from scratch and the individual units seem to be getting their colors set individually now. I will let you know if I see that behavior again. In any case, I think I will update to Unity 4.6.1 soon.