Unity
Shadero 3 - Visual Sprite Shader Editor
$80
Rated 4.0/5 from 100 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: $80. The latest store price is $80, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $80 | Latest store price |
About Shadero 3 - Visual Sprite Shader Editor
- Tools, Systems & Learning > Development Tools & Automation
- Art & Visuals > VFX
- Art & Visuals > Textures & Materials
See the effect. Build the shader. Ship it. Shadero 3 lets you create complex sprite and UI effects by dragging and connecting nodes, with live preview updates and a single click export to a clean, optimized .shader file. No HLSL knowledge required.
Why Shadero 3? It is a modern, 2D‑native node‑based shader editor rebuilt on Unity’s UI Toolkit and GraphView. You write no code but get real HLSL out. It includes 256 nodes across 14 categories (effects, UV distortion, color grading, math, sources, generators, vertex effects) and 204 HLSL functions for optimized output. Sixty‑six presets cover GUI bars, buttons, transitions, HUD elements, and sprite FX, covering the effects most 2D projects need on day one.
Features built for a real workflow: Real‑time Live Preview automatically recompiles the shader on every change. A dedicated Scene Preview lets you view shaders on actual sprites, while Hover Preview shows thumbnails of nodes. Node search (Space) filters by port type (UV, RGBA, Source). Drag and drop nodes, or import .shader files to reopen graphs. Undo/Redo (up to 100 steps), copy/paste/duplicate, and one‑click auto‑align keep editing fast. Export options include Build Shader (a Unity .shader ready for any material) and Generate Sprite (export results as PNG). The output is clean: topological‑sort code generation, a function registry, JSON graph serialization with auto‑save, and isolated editor assemblies that keep builds tidy.
Localization & accessibility: The UI is localized into ten languages (English, French, Spanish, Simplified/Traditional Chinese, Japanese, Korean, German, Portuguese, Russian) with optional English node names. Three text sizes (Normal, Large, Very Large) are supported.
Effects showcase: 256 nodes cover a "wow" library of effects such as dissolve, hit flash, glitch, hologram, frost/ice, fire overlay, burn, electric, poison, berserk, chromatic aberration, dithering, drop shadow, emboss, blur, UV distortion (rotation, distortion, fish eye, kaleidoscope, twist, liquid, pinch, polar coordinates, sprite sheet animation), color grading (brightness, HSV, grayscale, tint, gradient map, palette swap, retro palettes), generators (Perlin noise, Voronoi, circle, spiral, fire, lightning, starfield, checker, 3D planet), and vertex effects (jelly, squash & stretch, wave).
Presets: Sixty‑six ready‑to‑use presets are available for GUI bars & HUD (health bars, radial cooldowns, directional fills, color pulse, shimmer), GUI buttons (hover glow, shiny sweep), GUI transitions (circle‑mask reveal, fade, wipe, mask reveal, dithered fade), GUI HUD & shapes (scanlines, vignette frames, hologram displays, VHS noise, inner glow, outline, drop shadow, rounded masks), and Sprite FX & custom (dissolve, hit flash, hologram, ghost, burn, ice, glitch, poison, etc.). Works with both Unity UI (Image) and SpriteRenderer.
Pipelines & compatibility: Unity 2021.3 LTS and newer. Supports Built‑in, URP, and HDRP pipelines with auto‑detection and per‑shader manual override. No HLSL coding is required; the editor outputs clean, optimized HLSL when you build. No special setup is needed—the tool detects your project and builds the appropriate shader.
Who it's for: 2D indie and mobile developers needing dissolve, hit‑flash, and glitch effects. UI/UX and GUI artists creating health bars, cooldowns, hover glows, and transitions without an engineer. Technical and VFX artists who want node speed with a clean HLSL handoff. Hobbyists and teams that cannot or will not write shader code but still want professional results. If you have struggled with Shader Graph for 2D sprites, Shadero 3 was built for you.
Animate it at runtime: Attach the Shadero3Controller component to any object and drive shader parameters from C# code. Use controller.SetFloat, SetColor, etc., to trigger dissolves, hit flashes, health bar changes, and other animated effects in real time.
Why Shadero 3? It is a modern, 2D‑native node‑based shader editor rebuilt on Unity’s UI Toolkit and GraphView. You write no code but get real HLSL out. It includes 256 nodes across 14 categories (effects, UV distortion, color grading, math, sources, generators, vertex effects) and 204 HLSL functions for optimized output. Sixty‑six presets cover GUI bars, buttons, transitions, HUD elements, and sprite FX, covering the effects most 2D projects need on day one.
Features built for a real workflow: Real‑time Live Preview automatically recompiles the shader on every change. A dedicated Scene Preview lets you view shaders on actual sprites, while Hover Preview shows thumbnails of nodes. Node search (Space) filters by port type (UV, RGBA, Source). Drag and drop nodes, or import .shader files to reopen graphs. Undo/Redo (up to 100 steps), copy/paste/duplicate, and one‑click auto‑align keep editing fast. Export options include Build Shader (a Unity .shader ready for any material) and Generate Sprite (export results as PNG). The output is clean: topological‑sort code generation, a function registry, JSON graph serialization with auto‑save, and isolated editor assemblies that keep builds tidy.
Localization & accessibility: The UI is localized into ten languages (English, French, Spanish, Simplified/Traditional Chinese, Japanese, Korean, German, Portuguese, Russian) with optional English node names. Three text sizes (Normal, Large, Very Large) are supported.
Effects showcase: 256 nodes cover a "wow" library of effects such as dissolve, hit flash, glitch, hologram, frost/ice, fire overlay, burn, electric, poison, berserk, chromatic aberration, dithering, drop shadow, emboss, blur, UV distortion (rotation, distortion, fish eye, kaleidoscope, twist, liquid, pinch, polar coordinates, sprite sheet animation), color grading (brightness, HSV, grayscale, tint, gradient map, palette swap, retro palettes), generators (Perlin noise, Voronoi, circle, spiral, fire, lightning, starfield, checker, 3D planet), and vertex effects (jelly, squash & stretch, wave).
Presets: Sixty‑six ready‑to‑use presets are available for GUI bars & HUD (health bars, radial cooldowns, directional fills, color pulse, shimmer), GUI buttons (hover glow, shiny sweep), GUI transitions (circle‑mask reveal, fade, wipe, mask reveal, dithered fade), GUI HUD & shapes (scanlines, vignette frames, hologram displays, VHS noise, inner glow, outline, drop shadow, rounded masks), and Sprite FX & custom (dissolve, hit flash, hologram, ghost, burn, ice, glitch, poison, etc.). Works with both Unity UI (Image) and SpriteRenderer.
Pipelines & compatibility: Unity 2021.3 LTS and newer. Supports Built‑in, URP, and HDRP pipelines with auto‑detection and per‑shader manual override. No HLSL coding is required; the editor outputs clean, optimized HLSL when you build. No special setup is needed—the tool detects your project and builds the appropriate shader.
Who it's for: 2D indie and mobile developers needing dissolve, hit‑flash, and glitch effects. UI/UX and GUI artists creating health bars, cooldowns, hover glows, and transitions without an engineer. Technical and VFX artists who want node speed with a clean HLSL handoff. Hobbyists and teams that cannot or will not write shader code but still want professional results. If you have struggled with Shader Graph for 2D sprites, Shadero 3 was built for you.
Animate it at runtime: Attach the Shadero3Controller component to any object and drive shader parameters from C# code. Use controller.SetFloat, SetColor, etc., to trigger dissolves, hit flashes, health bar changes, and other animated effects in real time.