Ultimate Spaceships Creator
  • Introduction
  • Help and Support
  • Getting Started
  • How To
    • Modify Existing Spaceships
    • Create New Spaceships
    • Design Spaceships
    • Create Colors
    • Access Bonus Files
    • Render 2D Images
    • Bake Meshes
  • Content
    • Folder Structure
    • Prefabs
    • SRP
    • Materials and Textures
    • Sets
      • Astro Eagle
      • Cosmic Shark
      • Craizan Star
      • Force Badger
      • Galactic Leopard
      • Galactic Okamoto
      • Galaxy Raptor
      • Hyper Falcon
      • Light Fox
      • Meteor Mantis
      • Night Aye
      • Proton Legacy
      • Space Excalibur
      • Star Force
      • Star Sparrow
      • Strider Ox
      • Void Whale
      • Arcade Spaceships
  • Bonus Files Pack
    • Why a Separate Pack?
    • 4K Textures
    • PSD
    • Built-In Render Pipeline Colorize
  • More
    • About
    • Update History
    • More Sci-Fi Art Assets
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  1. How To

Create Colors

PreviousDesign SpaceshipsNextAccess Bonus Files

Last updated 1 month ago

If all the provided material options are not enough and you wish to create your own colors; we have also included "Colorize" materials/shaders for URP and HDRP.

If you are using Universal 3D (URP) or High Definition 3D (HDRP) then after you import the upgrade packs from the “SRP” folder you will also get an additional folder “Colorize”.

These shaders and the materials implementing them will enable you to pick your own colors and remove weathering or logos.

You may notice that in some of the materials, the logos do not have a clean version and that the "LogosDirty" slider may not have an effect. In others, the emission "Glow Color" or such may not have an effect. The main purpose of these materials is to enable you to choose your color and remove logos/weathering if needed. I tried my best to uniform the shader graphs and reduce their number to make it easier for anyone to edit them and as a result some materials may have ineffective sliders.

These Colorize materials mostly use the “Masks” inside the texture folder of every spaceship.

Colorize for Built-In Render Pipeline

If you are using the Built-In Render Pipeline you can still use the Colorize materials/shaders if you install the “Graph Shader” package from the package manager. The Built-In Render Pipeline does not include the Graph Shader package by default.

After you have installed the “Graph Shader” package from the “Package Manager” inside the “Unity Registry” category. You can do either of the following:

-You can import the “Colorize” folder inside the “URP_Upgrade” asset and then open up the shaders and change their targets to “Built-In” instead of “Universal”. (Make sure you do not import the URP_Upgrade “Materials” folder which would replace all of your Built-In materials!).

Open up the new “Shaders” folder and open up each shader graph and remove “Universal” from the “Active Targets” and add “Built-in”. Save Shader Graphs and you are done!

-Alternatively, you can download the “USC Bonus Files” pack and there you will find a “Built-In_Colorize”. Copy and paste that in your USC project then import it in.

You now have Colorize shaders and materials for the Built-in Render Pipeline!

Creating New 2D Textures Manually

The “Colorize” materials for URP and HDRP may negate the need for using color masks in Photoshop or 2D editing tools since you can easily pick your own colors. But these masks and PSD files were kept for those who may need the hands-on approach for more control or those who may need the performance gain by pre-preparing the textures. Texture masks can be used in Photoshop or your favorite photo editing software. Pre-prepared PSD files and separated texture masks have also been provided in the USC Bonus Files pack.

A very quick example of modifying the textures using masks in Photoshop can be viewed very briefly in the USC Overview video here:

You can download these files from the which you will get free access to after purchasing the USC.

You can also see more details in the or sections.

Bonus Files pack
PSD
Masks
From 1:27 till 1:41
Remove Univeral from the Active Targets
Add Built-In and click on Save Asset. Your shaders and materials are now compatible with Built-In.