See detailed breakdown of the project, including profiling and comparisons, here: https://chain-collision-39b.notion.site/Modular-UI-Token-Unity-URP-Breakdown-2e193cf6835a80d6a638c16895c39a73
Also see the GitHub for the project and a downloadable asset here: https://github.com/lysardz/ModularUITokenUnity
## Problem:
Artists need character/item tokens with many variations, but setting them up manually as gameobjects is slow and potentially uses multiple images in the scene.
## Solution:
I created a modular token material with:
### Texture layers and Tinting
- Multiple toggleable layers - so that different custom texture setups can be considered in the future.
- Optional tinting via greyscale for flexibility. The tinting is gradient based - so that highlights don't get dumbed down and the colour isn't flat.
- Alternatively artists can toggle off tinting and use coloured textures.
### Glow
- Glow with a number of settings with adjustable noise animation options.
- The glow is made as an sdf - which allows edge control.
- Some settings include: Colour, size, edge falloff, intensity, noise, noise falloff/scale/offset/animated scrolling speed
### Artist Friendly
A unified material setup for easy reuse and artist-proof controls in material inspector.
Final Modular Token Asset Setup Demo video
WIP clip showing modular UI token material. This video is an earlier version where I also experimented with channel packing border themes and also customizable sdf drop shadow textures.