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Texture Processing Lite preview
Unity

Texture Processing Lite

By CERO SPACE

Current price
$25
Lowest recorded
$25
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Price history

Lowest recorded standalone price: $25. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.

Recorded prices for Texture Processing Lite Price history over the last three months. The solid stepped line shows standalone prices, including inferred periods. Blue lines with diamond markers show bundle package prices. Offer details follow the graph. $0.00 $12.50 $25.00 Aug 8, 2026 Nov 8, 2026
Standalone price

Last three months, in USD. Bundle prices cover the whole package.

About Texture Processing Lite

  • Tools, Systems & Learning > Development Tools & Automation
GPU-accelerated texture operations for Unity — flip, rotate, resize, crop, blend, and encode with a single line of code.

Texture Processing Lite brings a full suite of GPU compute-shader-based texture operations to your Unity project. No native plugin required for processing — everything runs on the GPU via Unity's compute shader pipeline, making it fast and cross-platform from day one.

Core Operations

Flip — horizontal and vertical
Rotate — any angle, with Clip or Expand canvas modes
Resize — Stretch, Fit, and Fill modes with Bilinear or other filter modes
Scale — uniform scale by float factor

Crop & Mask

Rect crop — crop to any Rect
Circle crop — circular mask with optional custom radius
Rounded corners — uniform or per-corner radii (Vector4)
Polygon crop — arbitrary convex/concave polygon in normalised coordinates
Mask apply — use any texture as an alpha mask (with invert option)
Aspect-ratio crop — crop to target aspect ratio with 9 anchor positions

Blend & Composite

13 blend modes: Alpha, Additive, Multiply, Screen, Overlay, Darken, Lighten, Color Dodge, Color Burn, Hard Light, Soft Light, Difference, Exclusion
Overlay composite — place a texture over a base with position, scale, and opacity control

Texture Helper Functions

EncodePNGAsync / EncodeJPEGAsync — encoding runs entirely on a background thread, so the main thread is never blocked — no frame drops, no freezes, Unity's built-in EncodeToPNG / EncodeToJPG block the main thread; these don't.
SavePNGAsync / SaveJPEGAsync — async convenience methods that combine encoding + file writing in one call.
LoadAsTextureAsync — load an image from disk (background thread) or URL (UnityWebRequest coroutine) into a Texture2D

Pipeline System (TextureFlow)

TextureFlow MonoBehaviour — drag-and-drop visual pipeline in the Inspector
Stack multiple modules: Flip → Resize → Crop → Blend → …
Auto-execute on selection change (Editor), or call Execute() from code
Extensible: subclass TextureProcessModule to add custom steps

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