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Features

Designed for Production Workflows

  • Studio-ready color picker: seven interchangeable layouts packaged as a single prefab, ready to drop into any Canvas.
  • Artist-approved UI: TextMeshPro inputs, live previews, cursor contrast controls, and alpha management keep teams fast and accurate.
  • Code or no-code friendly: Subscribe via UnityEvents in the Inspector or drive everything through ColorPickerManager APIs and visual scripting.
  • ScriptableObject palette pipeline: generate harmonious swatches, keep them versioned in git, and update them at runtime without rebuilding scenes.
  • Built for performance: GPU-driven gradients, minimal allocations, SRP compatibility, and tested on desktop, mobile, WebGL, VR, and consoles.

Palette Modes at a Glance

Mode Ideal Use Why it matters
Rectangle Desktop creation tools Classic HSV rectangle with hue slider for Photoshop muscle memory
Circle & CircleFull Stylus-first and compact UI Circular gestures with optional single-control workflow
CircleCircle & CircleTriangle VR, XR, precision art Dual cursors and triangle geometry for fine HSV targeting
Texture Sampling references Feed screenshots, brand assets, or generated gradients directly
Palette Curated color systems Pairs with ColorPalette assets for harmonies and theming

Palette modes

Palette Creation Workflow

  1. Create a ColorPalette asset (Create → XDPaint → Color Palette).
  2. Select a harmony (complementary, triadic, tetradic, analogous, split-complementary, monochromatic, gradient, or custom).
  3. Tune the layout: choose horizontal, vertical, grid, radial, or smooth texture builds; adjust color count, smoothing, rotation, and per-handle overrides.
  4. Assign & reuse: link the asset in ColorPickerManager → Palette Settings → Color Palette, regenerate at runtime for themes, and share across projects.
ColorPalette inspector

Sampling & Interaction Toolkit

  • Bicubic interpolation and optional snapping deliver either silky gradients or pixel-locked picks.
  • Transparency thresholding and ignored color lists keep texture samples clean.
  • Dual preview swatches, alpha slider, and mirrored numeric inputs (HSV/RGB/CMYK/Hex) stay in sync instantly.
  • Cursor contrast modes (None, Invert Color, Invert Lightness) maintain visibility over any art direction.

Performance & Platform Coverage

  • Shader-based rendering keeps draw calls low; no pre-baked textures required for mathematical modes.
  • Mobile and WebGL validated: 60 FPS on mid-range devices with shared material variants.
  • SRP-ready (URP/HDRP) with proper keyword handling; supports deferred and forward render paths.
  • Works with gamepads, touch, pen, mouse, VR controllers, and UI navigation events.

Integration Paths

  • Inspector-driven: hook UnityEvents, adjust palettes, and toggle modes with no code required.
  • Runtime scripting: set colors, switch layouts, update textures, or refresh palette assets through simple API calls.
  • Visual scripting: exposed events and methods play nicely with Bolt, Unity Visual Scripting, or custom node graphs.
  • Extensive samples: browse theme systems, persistence, accessibility, and texture-based generation in the Code Examples.

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