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Flexible Image - Procedural UI That Always Batches preview
Unity

Flexible Image - Procedural UI That Always Batches

By Jeff Graw Assets

$36.75

Rated 5.0/5 from 12 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $36.75. The latest store price is $36.75, matching the lowest recorded price shown here.

Recorded prices for Flexible Image - Procedural UI That Always Batches 2 price observations from Jun 19, 2026 to Nov 4, 2026. Lowest recorded price $36.75. Exact dates and prices are listed below. $0.00 $18.38 $36.75 Jun 19, 2026: $36.75. Unity First Price 2026-06-19 2026-06-26 Nov 4, 2026: $36.75. Latest store price Jun 19, 2026 Nov 4, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$36.75Latest store price
$36.75Unity First Price 2026-06-19 2026-06-26

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Flexible Image - Procedural UI That Always Batches

  • Art & Visuals > UI & GUI
  • Art & Visuals > Textures & Materials
One shared material. Everything batches
Flexible Image extends Unity's Image component with GPU-based shape generation. All properties are delivered through packed vertex attributes, so every element uses the same material regardless of appearance. This means you can have any number of wildly different elements that go through the same draw call.
Multiple shapes per component
Flexible Image can render multiple shapes in one component, also without adding draw calls. Each shape has independent anchoring, sorting, and full property control. Build complex UI elements without nesting GameObjects.
FEATURES
SHAPE CONTROL
Per-corner chamfer.
Toggle between per-corner concavity (round, flat, scooped) or smoothness (squircles!)
Edge collapse enables dynamic transformation from rectangle into triangle, trapezoid, parallelogram, chevron, and more
Edge softness for anti-aliasing
Stroke
Tools for even more complex shapes, including cutouts and UV Rect for partial shape rendering
Transform-independant size, position, rotation
Advanced raycast target mode selects which procedural shape properties apply to mouse/pointer input (can account for rounded corners, stroke, cutout, etc.)
COLOR SYSTEM
Four color sections: primary, outline, procedural gradient, and pattern
Each section supports vertex gradients (up to 3x3 color grids)
Alpha channel for each section can control transparency, or blend with the section below
Procedural gradient types include: SDF, Angle, Radial, Conical, and Noise
Procedural gradients can be positioned relative to the mouse cursor to create responsive interactable elements
Procedural gradients are per-pixel and intelligently dithered, with modes for SDF, angle, radial and conical gradients
Procedural gradient and pattern sections can independently display over the primary color, outline color, or both
Procedural gradient and pattern sections can be rendered in screen-space, allowing continuity between components
Patterns can be generated procedurally, or with a texture.
ANIMATION
The fastest way to author AAA-quality UI animations
Built-in animation state machine responds to Selectable events
Option to override the (somewhat infamous) default behaviour where Selected state is not able to transition back to Highlighted state
Tween any numeric property
Lighter than Unity's animation system, more powerful than color/sprite swaps
TEXTURE BAKING
Bake any procedural setup to a texture
Configurable resolution and supersampling
Optional 1px padding for filtering
COMPATIBILITY
Tested on Unity 2022.3+ (likely works back to 2022.1, but not officially supported)
Works with all Canvas types and render pipelines
Supports UGUI. Does not support UIToolkit
Advanced raycast mode filters input hotzone by selected procedural properties (rounded corners, cutouts, etc.)
Supports all standard "UGUI Image" component features (masks, fills, sliced sprites, etc.)
MISC.
Source code and documentation included
Higher visual quality and generally better performance (at native resolution) than texture-based UIs on modern hardware
Extremely competitive performance with other procedural UI solutions, even when controlling for draw calls (i.e. many instances of similar elements that share the same material), with potentially much greater performance in the real world
Integrates with Flexible Blur to add beautiful blur effects to procedural elements.
Available in the Flexible UI Suite Bundle.
Supported by Figma Converter, which can convert your Figma project directly into FlexibleImage components.

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