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: $9.99. The latest store price is $9.99, matching the lowest recorded price shown here.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $9.99 | Latest store price | |
| $9.99 | Unity Permanent Decrease 2026-09-05 2026-09-12 | |
| $19.98 | Unity First Price 2026-08-27 2026-08-27 |
Sale and bundle history
The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Quick Palette Pro
- Tools, Systems & Learning > Development Tools & Automation
HOW IT WORKS
A Palette is a list of roles and colours. Roles are names like Background, Primary, Danger, and Safe. A Palette Binding on an object declares which role it fills, painting renderers, lights, camera backgrounds, or uGUI graphics accordingly. Palette.Apply(somePalette) repaints everything bound to a role in one call, in the editor and at runtime. Because bindings match by name, two palettes covering the same roles are interchangeable. You can swap the whole look without touching a single object.
THE CONTRAST MATRIX
Every pair of roles in your palette shows a real WCAG 2.1 contrast ratio from 1 to 21. Green clears AAA. Olive clears AA. Amber clears AA for large text only. Red fails. These are published numbers computed from standard formulas. Black on white comes out at exactly 21.00. White on #767676 passes AA and white on #777777 does not, showing the precise grey boundary between passing and failing an accessibility audit. A "Seen as" dropdown recomputes the whole grid through a colour-blindness simulation, so knowing whether a danger colour remains readable becomes a number instead of a guess.
COLOUR VISION
Your palette draws four times: as most people see it, and with protanopia, deuteranopia, and tritanopia overlays. Deuteranopia alone affects about six percent of men. The window lists the pairs that collapse, showing two roles that differ normally but become identical to certain viewers. The simulation applies the Brettel and Vienot approximation in linear light. Applying it directly to sRGB values shifts results enough to incorrectly pass palettes a real viewer cannot distinguish.
BUILD FROM ONE COLOUR
Pick a seed and a harmony: analogous, complementary, split complementary, triadic, tetradic, or monochromatic. The interface explains each method, previews the result, and adds it to your palette when ready.
PERFORMANCE
Renderer colours are written through a MaterialPropertyBlock. A hundred objects on the same role still share one material, nothing is instanced, and applying a palette allocates nothing per object.
NO DEPENDENCIES
No extra packages, renderer features, or shaders required. Compatible with Built-in, URP, and HDRP pipelines. Bindings write both _Color and _BaseColor. The uGUI path uses reflection, so projects without uGUI installed still compile cleanly.