Screenshots and videos
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.
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
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