Filter Me! - Image Processing For Unity Textures

  • Filter Me! is small and simple image processing script for texture filtering.
  • Filter your textures in runtime with blur, sepia, negative, pixellate, gaussian blur and more!
  • Decrease color depth, activate only red, green or blue channel, rotate channels, apply noise, emboss, edge detection and more!
  • You can manipulate the filters with parameters to get better results!
  • And what’s best, you have access to the code - create your own filters with matrices!

See it in action here and look for it on the Assets Store - it’s only 2$.

2012 July 16
Demo that contains four fully functional filters: grayscale, negative, pixelate and sepia is released. Download it here.

2012 July 30
Upgraded version is available on the Asset Store! :slight_smile:
It contains three new filters: treshold, gamma and brightness. The price remains the same, 2$.

Very cool. I wish I had a use for it (;

Thank you! I’m sure something will appear for you to use it :slight_smile:

Nice works. It’s a shader?

Tnx :slight_smile:
No, it loops through Color[ ]. No shaders and materials.

Announcement to all who bought this package. First of all, thank you :slight_smile:
Second, send me your e-mail and invoice number so I can send you updates and new versions in the future.

Once you buy Filter Me!, you will recive every future release absolutely FREE FOREVER!

Filter Me! Free is availabe on the Asset Store.

This demo contains four fully functional filters: grayscale, negative, pixelate and sepia.

Try it out for free :smile:

Upgraded version is available on the Asset Store! :slight_smile:

It contains three new filters: treshold, gamma and brightness. The price remains the same, 2$.

I invite everyone who bought this package to send me invoice numbers and e-mails, so I can send them this upgraded version for free!

Hiiii very nice and handy tool.

I am an artist that’s extremely into Photoshop. Do you have any plans to realize the photoshop layer style function in this tool?(such as, inner glow/shadow, outer glow, drop shadow, pattern overlay, etc…).If so, this tool will definitely become a awesome tool for artist.

Thank you :slight_smile:

I can’t promise it’ll have all those functions, but I’ll certainly try to expend it as much as possible… This is definitely not the last update :slight_smile:

Notice to users of FiIter Me! Free…

I’m planning to add one more filter in free version. Let me know which one would you like to see. The candidates are: blur, gaussian blur, treshold, gamma, brightness, decrease color depth, red channel, green channel, blue channel, rotate channels, noise, emboss, edge detection.

Also, check the full version - it’s only 2$ and every future release is free :slight_smile:

I vote for gaussian blur. :wink:

Thx for the tool! Works great. Really useful thing.

Hiiii Just purchased the full version. I tried to modify the parameters of gaussian blur that you set in Example.cs, but the effect didnt change…Could you kindly check up if anything goes wrong in the script…

Thank you :slight_smile:

Thank you for your purchase. There is nothing wrong with the script, but you are right for the effect - the changes are too small. I’ll rewrite this filter today.

About gaussian blur… Unfortunately, there’s no way to make it better with this convolution. Some kind of work-around is that you apply same filter to the same texture multiple times, like this:

if (GUI.Button(new Rect(2, 222, 200, 22), "Gaussian Blur"))
{
 cube.renderer.material.mainTexture = ImageProcess.SetGaussianBlur((Texture2D)cube.renderer.material.mainTexture, 16) as Texture;
cube.renderer.material.mainTexture = ImageProcess.SetGaussianBlur((Texture2D)cube.renderer.material.mainTexture, 16) as Texture;
cube.renderer.material.mainTexture = ImageProcess.SetGaussianBlur((Texture2D)cube.renderer.material.mainTexture, 16) as Texture;
}

Of course, if you are not satisfied, you can request a refund :slight_smile:

Very interesting, I have two questions:

Is the original texture asset modified permanently?
Is the texture asset duplicated when applied the filter?

Thanks

Thank you :slight_smile:

  1. No, texture changes are not written to original file
  2. I’m not sure what you exectly mean. There must be defined Texture varaible that can receive modified texture.

I mean if the texture filtered is duplicated as a new asset in the project (increasing the total project size)…

No, filtering is done dynamically, when you run your application. No writing to the disk is performed and there are no new assets generated.
:slight_smile: