Stylized Color Swapper & Material Optimizer
Make stylized assets uniquely yours as game ready PBR props. Paint in 3D, Reduce Texture VRAM by up to 99%, and consolidate scenes into a single material via micro-palettes or vertex colors... & more!
by DPTGames
Price History +
Key Features at a Glance:
- Choice of Workflows: Choose between micro-texture generation, advanced vertex coloring or repainting existing textures.
- Massive VRAM Savings: Slash texture memory by up to 99% using micro-palettes in just a few clicks.
- Upgrade Flat Models: Easily recolor micro-textured assets and inject full PBR properties.
- In-Editor Recoloring: Customize asset colors via an embedded 3D viewport.
- Cut Rendering Overhead: Consolidate hundreds of unique props into a single master material.
- No External Tools: Handle all texturing and mesh modification natively inside Unity.
- Make Assets Your Own: Break away from standard aesthetics by easily matching your unique style or branding.
- Automatic LOD Processing: Apply your recoloring and optimization workflow across LODs without manually repeating the process.
- Texture & UV Optimization: Let the tool generate, repack, and remap the required texture data automatically.
- Procedural Detail, Wind & Gradient Painting: In Vertex Coloring Mode, apply high-resolution surface normals across your whole project, paint gradients to mask wind sway intensity or blend colors straight onto any model.
Escape the Cloned Game Look: Marketplace assets are a great starting point, but they often leave games looking identical. Stylized Color Swapper lets you create unique color palettes, variations, and stylized looks directly inside Unity, without ever opening Blender or Photoshop. Optimize entire scenes into ultra-dense micro-textures, or convert standard assets into a highly optimized, vertex-driven workflow with procedural detail arrays, stylized lighting, and gameplay zone masking.
More Than a Recolor Tool: Stylized Color Swapper combines visual customization with a highly optimized rendering pipeline. Whether you simply want to give an asset a new color palette or completely convert a scene to a lightweight vertex painting workflow, you can do it natively. Plus, see your exact optimization results before you commit: the integrated Live Audit utility provides before-and-after technical metrics for your assets.
Core Workflow & Tooling
- Embedded 3D Viewport: Stop constantly switching between windows. The tool features a fully embedded, interactable 3D preview window right inside the editor, complete with lighting and rotation controls. You can also spawn objects in scene and paint them directly in the scene view.
- Upgrade Flat Stylized Assets to PBR: Most stylized and marketplace assets rely on simple color-swatch textures without Metallic, Smoothness, or Emissive data. Stylized Color Swapper lets you easily isolate elements (like making a sword shiny or a crystal glow) and automatically bakes those new PBR and color properties directly into the mesh or micro-texture. Upgrade the visual fidelity of flat assets in seconds.
- Instant Visual Differentiation: Take stylized assets and effortlessly shift their color schemes to match your game's unique mood, faction, biome, or branding in seconds.
- Isolation & Grouping: Split disconnected islands, extract faces, or use Group Similar to instantly select matching materials across an entire model
- Disconnected Islands or Face Extract: Isolate and independently paint individual parts, with automatic master-pixel consolidation on save, or activate Group Similar with a color tolerance slider to instantly grab and recolor all matching parts across the entire model.
- No Project Clutter: Instead of duplicating massive texture files for every color variant, the tool condenses your selections into extremely lightweight micro textures, you can even have entire scenes use the same micro texture!
- Built-in Raycast AO Baker: Casts rays against scene geometry to calculate geometric ambient occlusion, baking the result directly into vertex channels or standalone texture maps.
- Per-Swatch Normal Smoothing: Recalculates and averages vertex normals across edges using continuous angle thresholding (0°–180°).
- Automatic LOD Coloring: Paint the base model once and your recoloring carries across every LOD automatically, mapped directly from the source geometry.
Under the Hood: The VCCore Feature Suite
Beyond recoloring, the tool includes the custom VCCore shader pipeline, packed with rendering and optimization features designed for mobile, standalone VR, and high-performance desktop projects:
- Universal Stylized Lighting: Custom stylized lighting and toon shader features including rim glow, emissive controls, smooth shading, and cel shading, natively available across both workflows, built exclusively for URP.
- Runtime Ready Zone Data: Bake lightweight gameplay zone IDs (Zones 0–7) directly into your geometry. Use these zones for runtime recoloring, gameplay logic, or environmental variations. This data is baked directly into the mesh, meaning you can easily query these IDs in your own custom shader graphs if you choose not to use the VCCore shader.
- Directional 3D Gradients (Vertex Mode Only): Click and drag directly in the 3D viewport to apply stylized gradients across Color, Metallic, Smoothness, AO, and Emissive channels with custom blend modes and strength controls.
- Procedural Detail Arrays (Vertex Mode Only): Assign unique Feature IDs to parts of your mesh to drive the VCCore procedural detail system. Choose between 11 high-resolution surface normals such as stone cracks, woven leather, or hammered metal, without requiring individual detail textures for every model.
- Gradient-Painted Wind (Vertex Mode Only): Paint a directional wind gradient onto any model and simulate realistic sway directly in the viewport.
- Emissive Painting & Baking: Paint emissive masks directly onto your models in the 3D viewport. The emissive data is baked directly into the vertex channels, ready to be rendered by VCCore or routed into your own custom setups.
- 64-Color Palette Generator: Tailor your runtime recoloring gamut with a built-in Master Palette generator. Adjust per-channel RGB weighting to allocate specific shades, preview the calculated gamut distribution, and bake the results directly to a PNG for your VCCore materials. It yields 63 customizable colors (reserving pure white as a safe default to protect original assets when variation scripts are unused).
1. Texture Coloring Best for: Maximum texture optimization while retaining the original mesh structure.
- Optional Palette Optimization: Generate a brand-new ultra-lightweight micro-palette for maximum VRAM savings, or turn this off to simply repaint the existing texture in place for quick touch-ups without leaving Unity.
- Texture Overhead: With optimization on, a micro palette replaces the full texture sheet; with it off, the original texture's footprint stays unchanged.
- Reduce VRAM: With optimization on, overall VRAM usage drops by up to 96% compared to standard assets.
- Mesh Geometry: Preserves the original geometry without adding tessellation. Existing vertices are split where required to support color boundaries.
- Available Shader Features: Full support for Stylized Lighting, Rim Glow, Emissive rendering, Micro-Atlas Repacking, and Zones.
2. Vertex Coloring Best for: Eliminating textures, maximizing material sharing, and scene-wide SRP batching.
- Texture Overhead: Completely eliminates color textures through vertex painting.
- Material Consolidation: Allows virtually unlimited numbers of visually distinct, uniquely colored props to share 1 master material.
- Mesh Geometry: Uses adaptive tessellation to add vertex resolution only where color boundaries require it, avoiding unnecessary subdivision across the rest of the mesh.
- Available Shader Features: Full support for Directional 3D Gradients, Procedural Detail Arrays, Feature IDs, Zones, Rim Lighting, Emissive rendering, Stylized Lighting, and 1-Material SRP Batching.
Documentation Can Be Found Here
Asset & Media Disclaimers
- Pipeline Requirement: Stylized Color Swapper and the included VCCore shaders are built exclusively for the Universal Render Pipeline (URP).
- Included Demo Assets: Includes 3 playable demonstration models (Elf Character, Sword, and Medieval House) to test all workflows and features immediately upon import.
- Performance Metrics: VRAM figures are based on comparisons against standard 2048x2048 Base Color and PBR texture maps. Actual savings will vary depending on the source asset, texture resolution, material setup, and selected workflow.
- Disclaimer: Certain low poly environment props, background models, and the large hall shown in promotional media are for presentation only and are not bundled with this package (select presentation props courtesy of Quaternius and Kenney.nl).