Table of Contents

Gradient Texture Generator

The Gradient Texture Generator is an editor tool that allows you to create 1D and 2D gradient-based textures inside Unity. These textures are ideal for shaders, lookup tables, color ramps, toon shading, stylized effects, masks, UI gradients, and learning color transitions.

Open it via:

Gamelogic β†’ Tools β†’ Texture Generation β†’ Gradient Texture Generator

Overview

The tool supports the following gradient types:

  • Single Color
  • Gradient
  • Curve-Based
  • Sine-Based

It also supports multiple sampling modes (X/Y/Radial/Angular), discrete step ramps, circular gradients, and more.


How It Works

  1. Select the Gradient Type.
  2. Adjust the Sample Settings (color source, curves, sine controls).
  3. Adjust the Generation Settings (direction, angular options, flipping, discrete steps).
  4. Review the Preview (updates automatically).
  5. Click Save Texture to export as PNG.

Texture generation tools explain the workflow and global settings.


Gradient Types

Below are all available gradient modes and their configurable properties.


Single Color

Produces a solid-color texture.

Control Range Description
Color 🎨 Output color for all pixels.


Gradient

Uses Unity’s built-in Gradient object to produce a smooth blend between color keys.

Control Range Description
Gradient 🌈 Standard Unity gradient editor.


Curve-Based

Uses two animation curves (one for color interpolation, one for alpha) and a list of sampled colors.

Control Range Description
Curve Curve Controls the sampling position from the color list.
Alpha Curve Curve Controls opacity over t.
Colors 🎨* List of colors sampled evenly along the curve output.


Sine-Based

Creates a periodic gradient using a sine wave, combined with a color list.

Control Range Description
Frequency [0, ∞] Number of sine oscillations.
Phase Fraction [0, 1] Starting phase offset of the sine wave.
Amplitude [0, ∞] Sine amplitude (vertical scaling).
Amplitude Offset [-∞, ∞] Vertical offset applied before clamping.
Colors 🎨* List of colors sampled after sine evaluation.


Generation Settings

These settings modify how the gradient is mapped into texture space.


Direction

Defines how t is computed across the texture.

Control Range Description
Direction {X, Y, Radial, Angular} Sampling direction used to compute t.
Flip T {true, false} Inverts the gradient (t β†’ 1βˆ’t).


Angular Settings

Only visible when Direction = Angular.

Control Range Description
Offset Angle Degrees Rotates the angular gradient around center.

Discrete Steps

Allows the gradient to become a stepped ramp.

Control Range Description
Discrete Steps {true, false} Enables stepped mode.
Steps Integers β‰₯ 1 Number of steps in the gradient (1 = flat).
Circular Gradient {true, false} Wraps the highest step back to the first (cyclic).