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: FREE. The latest store price is FREE, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price | |
| FREE | Unity First Price 2026-07-16 2026-07-23 |
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 The Seamless Sandbox: Auto-Tiling Texture
- Tools, Systems & Learning > Development Tools & Automation
- Art & Visuals > Textures & Materials
Instead of exporting your textures to external image editors to manually offset the canvas and clone-stamp the boundaries, this tool uses GPU compute shaders to procedurally heal edge seams and output ready-to-use terrain and environment textures.
Core Features at a Glance:
Procedural Seam Healing: Choose between Offset (cross-masking) or Mirror (symmetry reflection) algorithms to mathematically force edge alignment.
Synchronous PBR Processing: Heals Albedo, Normal, Height, and Mask maps simultaneously using the exact same noise parameters, ensuring physical depth data aligns perfectly with color data.
Aspect Fill: Automatically center-crops mismatched or irregular input resolutions to fit your target square bounds, preventing destructive pixel stretching.
Normal Map Preservation: Bypasses standard linear interpolation for normal maps, utilizing a Reoriented Normal Mapping (RNM) kernel to preserve Z-axis depth and curvature across the healed seams.
Interactive 3D Preview: Evaluate your generating material in a dockable window by projecting it onto a 3D plane. Adjust the tiling scale (1x to 5x) to verify macro-patterns are eliminated before committing to a disk bake.
Procedural Control & Mechanics
The tool allows you to force isolated images to tile using two different assembly methods:
Offset Strategy: Shifts the UV coordinates by exactly 0.5 to expose the non-tiling outer seams directly in the center of the canvas. It then smoothly blends the original texture back over the exposed edges using a procedural cross-mask.
Mirror Strategy: Reflects the image into a 2x2 grid to force exact mathematical edge alignment. To break up the unnatural, highly symmetrical "kaleidoscope" effect, it applies an organic noise mask along the axes of symmetry.
To disguise the healed edges organically, the tool avoids straight linear blending. Instead, you control the transition masks using standard Fractal Brownian Motion (fBm) noise. By adjusting the scale, octaves, and persistence of the noise, or applying Domain Warping to physically distort the coordinates into swirling shapes, you can tailor the seam mask to match the specific grain and flow of your input material.
Limitations & Scope
To make sure this tool fits your workflow, please note its limitations:
Input-Dependent Quality: This tool edits existing images; it does not synthesize textures from scratch or add detail to low-resolution inputs. The output quality depends entirely on the quality of your source files.
Not a Delighter: It does not remove baked-in directional lighting, highlights, or heavy shadows that may be present in raw photography.
Not a 3D Painter: It operates strictly in 2D texture space. You cannot paint directly onto meshes or models.
Editor-Only: This is an offline asset preparation tool. It is not meant for generating or modifying materials dynamically at runtime during gameplay.
A Note on Licensing & Commercial Use
Processing an existing downloaded or AI-generated image creates a derivative work. Blending or modifying a texture does not override its original copyright. You generally cannot legally resell textures generated by this tool on the Asset Store (or other marketplaces) unless the original licenses of your input textures explicitly allow for the commercial redistribution of derivative works. You are responsible for ensuring you have the proper rights to use your inputs.