v2.0.0 · Unity 2021.3+

HueForge Studio

A non-destructive palette & texture recoloring studio for Unity. Extract palettes, recolor by color group, paint solid / gradient / pattern fills, stack injection layers, repair and quantize textures, and batch-recolor entire projects — all from one docked editor window. Works fully offline; optional AI palette / texture generation uses your own API key.

Unity 2021.3+ / 6000.0 Built-in / URP / HDRP Sprites & HD textures Editor tool · offline
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One window, eight tabs. Paint, Palette, Inject, Repair, Batch, History, Settings, and Help. Everything is non-destructive: edits are tracked in HueForge's own undo/redo history with file-backed snapshots, and you bring your own textures — HueForge writes back only when you apply.
💡
No backend, no account, no quota. HueForge runs entirely inside the Unity Editor. The only network features are optional AI palette / texture generation, which call your own Anthropic / OpenAI / HTTP endpoint using a key you enter in Settings. Everything else — grouping, painting, gradients, patterns, repair, batch, harmony, accessibility, import/export — works with no internet.

This guide is organised as Getting Started, a Workspace tour of every tab, deep-dives under Features, and a Reference section with asset types, the scripting API, troubleshooting, and FAQ.

New in 2.0 — an all-in-one colour toolset

Version 2.0 folds a whole product family into one asset (all reachable from the Palette tab and the Tools ▸ HueForge Studio menu):

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Every 2.0 tool writes new assets (recolored textures, palettes, fused meshes/prefabs) under Assets/HueForgeStudio/Generated/ — your source assets are never modified.

⤓ Installation

Import the package and open the window. There is nothing to activate.

From the Unity Asset Store

Open Package Manager
In Unity 2021.3 LTS or newer (developed and tested on Unity 6000.0), open Window → Package Manager and switch the dropdown to My Assets.
Download, then Import
Find HueForge Studio, click Download then Import. Accept the import dialog with everything checked. The package lands at Assets/HueForgeStudio/.
Wait for compile
Unity compiles the editor scripts. The first import takes a little longer while shaders and assemblies build.
Open the window
Tools → HueForge Studio → Open Window, or press Alt+Shift+H.

What gets installed

Assets/HueForgeStudio/
  Runtime/                    // pipeline-agnostic types, palette/pattern assets, colour math
  Editor/                     // the window, tabs, operations, workers, IO, AI, CLI
    Window/Tabs/              // Paint, Palette, Inject, Repair, Batch, History, Settings, Help
    Operations/               // one class per non-destructive edit, history-aware
    Compute/                  // System.Math workers (background-thread safe)
    Gpu/                      // GPU Voronoi coagulation
    AI/                       // Claude / OpenAI / HTTP / Replicate providers
    CLI/                      // headless batch + verify entry points
  Shaders/                    // preview blit shaders for BiRP / URP / HDRP + Voronoi
  Palettes/                   // default output dir for palettes you create / import
  Documentation/              // you are hereProject
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Generated output (recolored textures, exported palettes, AI results, per-asset controllers) is written under Assets/HueForgeStudio/Generated/ and Assets/HueForgeStudio/Palettes/ when you apply an action. HueForge never modifies a source asset until you click apply.

⚡ Quick Start

Your first non-destructive recolor.

Open the window
Tools → HueForge Studio → Open Window (or Alt+Shift+H).
Drop a target onto the Paint tab
Drag a Texture, Material, Sprite, GameObject, or Prefab onto the preview frame. HueForge resolves it to the main texture automatically.
Group the palette
Open the Color Groups panel and click Group Palette. Drag the Similarity slider to coarsen or refine groups.
Pick a colour and a region
Click a group swatch to make it the active colour. Define a region by Shift-dragging the preview, or type X / Y / W / H.
Apply
Click Apply Solid and watch the SceneView update live. Try Gradient or Pattern mode for richer fills.
Undo freely
Press Ctrl+Z or use the Undo / Redo / Reset buttons in the toolbar — HueForge keeps file-backed snapshots so you can always get back to the original.
💡
Prefer rules over pixels? Jump to the Palette tab to generate a harmony palette from one base colour, then audit its contrast before you ever touch a texture.

✅ Requirements

What HueForge needs from your project.

RequirementDetail
Unity version2021.3 LTS or newer. Developed and verified on Unity 6000.0.
Render pipelineBuilt-in, URP, or HDRP — auto-detected via PipelineProbe. See Render Pipelines.
Texture readabilityHueForge handles read/write through editor asset I/O. Imported PNG/JPG writeback is supported; native .asset textures use Unity undo.
GPU compute (optional)Voronoi coagulation uses a compute shader. If the platform lacks compute support, other grouping methods still work.
AI features (optional)Internet + your own API key (Anthropic / OpenAI) or HTTP image endpoint. Not required for any core feature.

🎨 Paint Tab

Solid, gradient, and pattern fills over a texture region, plus the Color Groups workbench.

Three paint modes

■ Solid

Fill the selected region with the active colour. The cleanest way to swap a single group's colour everywhere it appears.

🎨 Gradient

Blend a multi-stop gradient across the region horizontally or vertically. Convert solids to gradients in place.

▤ Pattern

Stamp a texture or PatternAsset with tiling, rotation, offset, tileable wrap, and opacity — or generate one procedurally.

Region selection

Shift-drag on the preview to draw a rectangular region, or type explicit X / Y / W / H values. Zero-size clicks expand to the current brush size so a single click still paints. An eyedropper (I) samples a colour from the preview.

Emission & metallic companions

Solid, gradient, and pattern fills each have emission and metallic/smoothness variants that write to the matching companion map (e.g. _EmissionMap, _MetallicGlossMap) resolved for the active render pipeline.

On the same tab

ⓘ
Drag a PaletteAsset (or a .gpl / .ase / .png palette file) straight onto the window to load it into the Color Groups panel.

🌈 Palette Tab

A dedicated palette workspace: generate, audit, and exchange palettes inline.

The Palette tab (second tab, right after Paint) unifies three palette-centric tools. The same actions are also available as standalone wizards under the Tools menu.

Harmony generator
Pick a base colour and a colour-wheel scheme, choose how many swatches you want, and watch the live preview. Click Generate & Save Palette to write a PaletteAsset — it flows straight into the report and export fields below. See Colour Harmony.
Accessibility (WCAG contrast)
Assign a palette to see per-swatch text readability (contrast on white / black, recommended text colour, AA/AAA badge) and a list of any colour pairs too low-contrast to sit side by side. See Accessibility.
Import / Export
Import .gpl / .ase / .png / hex lists into a PaletteAsset, or export any palette to GPL, ASE, PNG strip, hex/CSS list, or JSON. See Import / Export.

⤓ Inject Tab

Composite multiple textures into a region with blend modes.

Build a stack of injection layers — each layer is a source texture with a blend mode, opacity, and optional mask. Reorder layers, toggle them, and flatten the stack to a single result that writes back to the target. The layer setup is stored on a HueForgePreset so you can reuse a compositing recipe across assets.

Base texture → Layer 1 (Multiply) → Layer 2 (Overlay + mask) → Flatten → Write back

🔨 Repair Tab

Clean up and constrain texture data.

OperationWhat it does
PosterizeReduce each channel to N levels for a flat, banded look.
Quantize (K-means)Cluster the region's colours into K representative colours.
Remove Anti-AliasingCollapse soft edge pixels whose local variance is below a threshold — crisp pixel-art edges.
Snap to PaletteMap every pixel to the nearest colour in a PaletteAsset (or a colour list).
Channel ClampClamp R / G / B / A each to a min–max range.

Repair settings can be saved as a HueForgeRepairPreset and replayed via recipes or batch.

☷ Batch Tab

Apply one preset to many assets, with a dry run and a revertable report.

Create a batch work preset
A HueForgeBatchWorkPreset picks exactly one mode — Paint, Inject, or Repair — and references one matching preset.
Collect targets
Add selected textures, or use the project-wide material search (with a shader column and an "Add matching textures" queue) to gather everything that shares a palette signature.
Preview a dry run
See exactly which assets would change before anything is written.
Apply
HueForge writes the changes and emits a CSV + JSON report of every asset touched.
Revert if needed
Revert the latest batch (or a named batch) from the report — the file-backed snapshots make it reversible.
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The same batch can run headlessly in CI — see Headless CLI / CI.

↩ History & Undo

Per-asset operation log with real undo, redo, and reset.

Every operation is recorded with a thumbnail. HueForge keeps file-backed snapshots under the project Library/ (original, before, after) plus a persistent history cursor, so undo / redo / reset work even for imported PNG/JPG writeback — not just native texture assets.

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Snapshots live in the project Library/, which is local and not normally version-controlled. If you delete Library/, older file-backed undo/reset snapshots are gone (your applied edits remain on the assets).

🔧 Settings Tab

Per-project defaults and optional AI provider configuration.

SettingDescription
Default palette directoryWhere new PaletteAssets are created. Must be inside Assets/.
AI palette providerPick Claude or OpenAI as the active palette generator.
Anthropic / OpenAI API keyYour own key. Stored in EditorPrefs under the HueForge.AI.* namespace — never serialized into a scene or asset.
Claude / OpenAI modelDefaults: claude-sonnet-4-6 and gpt-4o-mini.
HTTP image endpointURL + optional header for texture generation (raw PNG or auto1111-style base64 responses).
Replicate token / modelOptional Replicate texture generation.
Analyzer strictnessWhen strict, dead-pref-key warnings escalate to errors so CI can fail the build.
🔒
API keys are yours and stay on your machine. HueForge only contacts an AI endpoint when you explicitly click a Generate button, and sends only the prompt + parameters needed for that call.

🎨 Recolor & Grab

The all-in-one colour toolset: pull palettes from anything, recolor HD textures and sprites, and stylise — all non-destructive (a new asset is written; your source is never touched). Each tool is a one-click wizard under Tools ▸ HueForge Studio.

Grab Palette — pull a palette from a Texture, Sprite (its atlas rect), Material, or a multi-selection. Three modes: Unique-frequency (with RGB near-duplicate merge), Dominant K-means, and Perceptual merge (collapses shades the eye reads as the same, by CIELAB ΔE). Saves a PaletteAsset.
HD Recolor — shift a colour group by an HSV delta so highlights, shadows and texture detail survive. Works on full-detail / non-palette / PBR textures, supports grey→colour, and a global hue-rotate that keeps colour relationships intact. Saves a recolored copy.
Sprite Palette Swap — remap a sprite's own palette onto a target PaletteAsset: crisp 1:1 by frequency for pixel art, or flip on Perceptual matching (CIE76 / CIEDE2000) for anti-aliased and photographic sprites where the numerically-closest colour isn't the visual match. Alpha preserved.
Gradient Map — remap a texture by brightness onto a 2–N colour ramp for an instant duotone / tritone / cinematic grade. Pick shadow, (optional) midtone and highlight stops; saves a new texture.
Batch Recolor (Perceptual) — select any number of textures, pick one target palette, and recolor them all at once (perceptual swap), each saved as a new texture. A folder-scale workflow for theming a whole sprite set or texture pack in one click.
Harmony Recolor (live) — generate a colour-wheel harmony palette from a single base colour and watch the texture recolor onto it in real time as you tweak the base hue, scheme and colour count. Save the copy when you like what you see.
Palette Optimize — fuse selected low-poly models onto ONE shared 1px-per-colour texture + ONE shared material with UV-remapped meshes and fused prefabs, so they batch together: fewer draw calls, smaller builds. Emits an optimization report. See the live calculator in the demo.
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Perceptual matching — CIE76 vs CIEDE2000. Both compare colours in CIELAB (how the eye perceives difference) rather than raw RGB. CIEDE2000 is the modern industry-standard metric: it corrects CIE76's well-known errors around blues, greys and near-neutrals, so palette grabs and swaps group/snap colours the way a human would. It's the default where perceptual matching is offered — palette grab, sprite swap, colour grouping, and Repair ▸ Quantize / Snap to Palette (with live preview) — switch to the faster CIE76 if you prefer. Try the live toggles in the demo's Palette, Repair and Perceptual Match chapters.

🎮 Color Groups & Cleanup

Turn a noisy texture into a small, editable palette of groups.

HueForge indexes a texture's unique colours and folds similar ones into groups. Recoloring a group recolors every pixel that belongs to it — one swap, many pixels. The workbench tools:

ToolWhat it does
Group PaletteUnion-find grouping with path compression; each group gets a pixel-weighted representative colour. The Similarity slider sets the merge threshold.
Pixel ParentingReassigns orphan / anti-aliased pixels to a nearby group via iterative BFS, in NeighborFrequency or ColorDelta mode.
Coagulate RegionsGPU Voronoi coagulation (async AsyncGPUReadback, up to 4096 seeds) clusters scattered spots into coherent regions without freezing the editor.
Auto-CleanFour tiers of speckle removal: FrequencyClip, FrequencyVariance, FrequencyVoronoiGrid, FrequencyRatio.
Diffusion BlendBleed one colour toward another within a tolerance, on a Linear or Exponential curve.
Palette SortSort groups by hue-from-anchor or by pixel frequency.
Extract PaletteK-means quantize any source image into a saved PaletteAsset.

🎈 Gradients & Patterns

Richer fills than a flat colour.

Gradients

Define a multi-stop gradient and apply it across a region horizontally or vertically. Solid groups can be converted to gradients and back.

Procedural pattern generators

In Pattern mode, the Generate Procedural Pattern foldout offers thirteen generators that you can snap to the active palette or gradient:

Noise & cells: Perlin, Voronoi, Perlin-Voronoi, Cellular Automata (Conway).

Structured & tiling: Grid, Decorated Grid, Stripe, Bricks, Wood, Checkerboard.

Dots & marks: Dots, Hexagon, Crosshatch.

A generated pattern can be stamped immediately or saved as a PatternAsset (texture + tiling / rotation / offset / tileable / opacity) for reuse.

🌈 Colour Harmony

Rule-based palette generation from one base colour — deterministic, offline, free.

Open the Palette tab (or Tools → HueForge Studio → Generate Harmony Palette...), pick a base colour and a scheme, and HueForge builds a palette on the colour wheel. Six schemes:

SchemeResult
ComplementaryBase + the opposite hue (180°).
AnalogousNeighbours spaced by an adjustable angle, centred on the base hue.
TriadicThree hues evenly spaced (120° apart).
TetradicFour hues at quarter-turns (90°).
Split-ComplementaryBase plus the two hues either side of its complement (150° / 210°).
MonochromaticOne hue, a dark→light value ramp.

The colour math lives in ColorHarmony (runtime, unit-tested). Requesting more colours than a scheme's anchors pads with progressively value-varied repeats, so the count is always honoured and no swatch collapses to black.

// Generate a 5-colour triadic palette from steel blue
Color32[] swatches = ColorHarmony.Generate(
    new Color32(70, 130, 180, 255),
    ColorHarmony.Scheme.Triadic, count: 5);C#
💡
Harmony is the free, offline counterpart to AI palette generation — reach for it when you want a structured palette and don't need a key or a prompt.

♿ Accessibility (WCAG)

Audit a palette's contrast before it ships in your UI.

The accessibility report (in the Palette tab, or Tools → HueForge Studio → Palette Accessibility Report...) uses gamma-correct sRGB relative luminance — the same formula accessibility tools use — to compute WCAG 2.1 contrast ratios.

var report = PaletteAccessibility.Analyze(colors, lowContrastThreshold: 3.0);
double ratio = PaletteAccessibility.ContrastRatio(fg, bg);   // 1..21
var level = PaletteAccessibility.ClassifyText(ratio);     // Fail / AA / AAAC#

Pair this with the Paint tab's colour-blindness simulator (Protanopia / Deuteranopia / Tritanopia) to check both contrast and colour-vision deficiency in one workflow.

🤖 AI Generation

Optional palette-from-prompt and texture-from-prompt, using your own key.

⚠
AI features are the only online part of HueForge and are entirely optional. They call your provider with your key. No HueForge backend is involved, and nothing is sent unless you click a Generate button.

AI palette from text

In Settings, pick a provider and paste your key. Then in the Color Groups panel, open AI Palette, type a prompt, and click Generate Palette.

ProviderDefault modelNotes
Anthropic Claudeclaude-sonnet-4-6Tolerant JSON parsing (handles fenced code blocks, drops invalid hex).
OpenAIgpt-4o-miniChatCompletions adapter.

AI texture from an endpoint

Configure an HTTP image URL (raw PNG bytes or an auto1111-style {"images":["<base64>"]} response) or a Replicate token. Click Generate; the PNG lands in Assets/HueForgeStudio/Generated/ and auto-imports.

📤 Import / Export

Move palettes between HueForge and the rest of your toolchain.

FormatImportExportNotes
GIMP .gpl✓✓Plain-text palette, widely supported.
Adobe .ase✓✓Swatch Exchange; exports round-trip through the importer.
PNG strip✓✓One pixel (or cell) per colour.
Hex / CSS list✓✓One #RRGGBB per line; accepts with or without #.
JSON–✓Palette metadata + per-colour hex and channels.

Use the Palette tab, or the menu shortcuts Tools → HueForge Studio → Import Palette... and Export Palette....

PaletteIO.ExportAse(palette, "MyPalette.ase");
PaletteIO.ExportJson(palette, "MyPalette.json");
var colors = PaletteIO.ParseHexList(File.ReadAllLines("swatches.txt"));C#

📝 Recipes & Automation

Capture a sequence of edits and replay it on other textures.

In the History tab, click Capture Recent History as Recipe to bundle the last N operations into a HueForgeRecipe ScriptableObject. Drag another texture into the Replay target slot and click Replay Recipe.

Replay dispatches Solid Paint, Gradient, Posterize, Quantize, Snap-to-Palette, Channel Clamp, Remove-AA, Diffusion, Coagulate, Pixel Parenting, and AutoClean steps; steps that need extra context are skipped with a diagnostic rather than guessing.

Presets (paint / repair / batch / recipe) also export and import as deterministic UTF-8 JSON via PresetJsonIO, so they diff cleanly in version control.

📺 Render Pipelines

One asset, three pipelines — detected automatically.

PipelineProbe detects the active pipeline (Built-in, URP, or HDRP) and exposes the canonical shader property names so emission, metallic, and mask-map writes target the right channels. Preview blit shaders ship for all three.

PipelineMainEmissionMetallic / Mask
Built-in_MainTex_EmissionMap_MetallicGlossMap
URP / HDRPresolved via PipelineProberesolvedresolved (incl. mask map)
ⓘ
If a material uses a shader HueForge doesn't recognise, the property mapping falls back to sensible defaults; you can always paint the base map and wire companion maps manually.

🧩 Extensions (Plugin Bus)

Add your own tools without forking HueForge.

Implement IHueForgeExtension (id, display name, version). Add the optional IHueForgeTabExtension to contribute a custom tab that renders right alongside the built-in tabs. The ExtensionRegistry discovers implementations automatically via [InitializeOnLoad] — no manual registration.

public sealed class MyTab : IHueForgeTabExtension
{
    public string ExtensionId => "yourstudio.mytab";
    public string DisplayName => "My Tab";
    public string TabLabel => "My Tab";
    public System.Version Version => new(1, 0, 0);
    public System.Action<EditorWindow> DrawTab => w => { /* your IMGUI */ };
}C#

💻 Headless CLI / CI

Run HueForge from Unity batch mode for pipelines and automation.

Palette-signature verify

Fail a CI build when a texture's palette drifts from a known-good signature. A ready-to-use GitHub Action template ships at Documentation/CI/github-action.yml.

Unity.exe -batchmode -nographics -quit \
  -projectPath <PROJECT> \
  -executeMethod HueForgeStudio.EditorCli.HueForgeVerifyCli.VerifySignature \
  -hueforge-target Assets/.../Sword.png \
  -hueforge-expected-signature <hex> \
  -hueforge-report Library/HueForgeStudio/VerifyReport.csvShell
Exit codeMeaning
0Signature matches the expected value.
2Signature mismatch (the texture changed).
1Usage error (missing arguments).
3Target asset not found.

Batch apply / revert

HueForgeBatchCli.RunBatch() applies a HueForgeBatchWorkPreset to its targets and writes a CSV + JSON report; HueForgeBatchCli.RevertBatch() reverts the most recent (or a named) batch. HueForgeRecipeCli replays a recipe headlessly.

📁 Asset Types

The ScriptableObjects HueForge creates and consumes.

TypeStores
PaletteAssetAn editable colour list plus grid columns/rows; used by snap-to-palette, harmony, accessibility, and import/export.
PatternAssetA pattern texture plus tiling, rotation, offset, tileable, and opacity.
HueForgePaintPresetPaint mode, region, brush size, solid colour, gradient stops, and pattern settings.
HueForgeRepairPresetRepair operation settings (posterize / quantize / remove-AA / snap / channel clamp).
HueForgePresetInjection-layer setup and target references for compositing.
HueForgeBatchWorkPresetOne batch mode (Paint / Inject / Repair) + one referenced preset.
HueForgeRecipeA sequence of recorded operations for replay.

📚 Scripting API

The supported public surface for the 1.x line.

Everything public is documented in Documentation/PublicApi.md. Highlights:

ⓘ
Anything not listed in PublicApi.md is internal and may change without notice. Operation payload structs are nested and may grow; treat their JSON as opaque.

💡 Troubleshooting

Common issues and how to resolve them.

The texture didn't change on disk

For imported PNG/JPG files, HueForge writes the selected region back to the source file and re-imports it. If nothing changed, confirm a region is selected (a zero-size click expands to the brush size) and that the file isn't read-only / under source-control lock. Native .asset textures use Unity's object undo instead.

The preview is black

Almost always a render-pipeline interaction with the preview viewport. The edit itself is fine — check the result directly on a material/SceneView. If it persists, confirm the active pipeline matches your project (see Render Pipelines).

"Coagulate Regions" is unavailable or does nothing

Voronoi coagulation needs GPU compute-shader support. On platforms/editors without it, use Group Palette + Pixel Parenting + Auto-Clean instead — they run on the CPU.

AI palette returns nothing / errors

Open Settings and confirm: (1) a provider is selected, (2) the matching API key is filled, (3) you have internet access. The key is yours and is stored locally in EditorPrefs. If the provider returns malformed JSON, the Claude adapter strips code fences and drops invalid hex entries — a totally empty response usually means an auth or quota issue on the provider side.

The SceneView didn't update after painting

HueForge calls a scene repaint after every pixel write. If a custom material caches the texture, toggle the material or re-select the object. No asset re-import is required for the SceneView to refresh.

My rig / model imports look wrong

HueForge edits textures and materials, not skeletons — it doesn't change rigs or meshes. If a material shows the wrong map, confirm the shader's property names are recognised for your pipeline (see Render Pipelines).

❓ FAQ

Quick answers.

Does HueForge need an internet connection?

No — every core feature works offline. Only the optional AI palette/texture generators make network calls, and only to your own provider with your own key.

Is it non-destructive?

Yes. Edits are tracked in HueForge's history with file-backed snapshots (original / before / after) so you can undo, redo, and reset — including for imported PNG/JPG writeback. Source assets are only touched when you apply.

Which render pipelines are supported?

Built-in, URP, and HDRP. The active pipeline is auto-detected and the correct shader properties are resolved for you.

Do AI features cost anything to HueForge?

No. There's no HueForge backend, account, or quota. You pay your AI provider directly for the calls you make with your own key, exactly as their pricing dictates.

Can I script it / run it in CI?

Yes. The operations are a public static API, and there are batch-mode CLI entry points for verify, batch apply/revert, and recipe replay. See Headless CLI / CI and Scripting API.

Will my edits show up in a build?

HueForge is an editor tool that edits assets. Once a texture/material is recolored, it's a normal Unity asset and works in any build target Unity supports.

Can I add my own tools to the window?

Yes — implement IHueForgeTabExtension and your tab appears next to the built-in tabs. See Extensions.

My team has several developers. Licensing?

Per Unity Asset Store policy, each seat that uses the asset needs its own license.

📬 Support

Questions, bugs, ideas — we're glad to help.

📧

Get in Touch

Bug reports, feature requests, and licensing questions — reach out and we'll get back to you.

✉ ragendom@gmail.com

We typically respond within 24–48 hours.

💬 Before contacting
  • Check Troubleshooting and the FAQ
  • Confirm your Unity version and render pipeline
  • For AI issues, verify the key in Settings
  • Capture any Console output prefixed [HueForge]
📋 Helpful info to include
  • Unity version (e.g. 6000.0.62f1)
  • HueForge Studio version (v2.0.0)
  • Render pipeline (Built-in / URP / HDRP)
  • Steps to reproduce + Console output
⭐
Enjoying HueForge Studio? A review on the Unity Asset Store helps other developers find it and helps us keep improving the asset. Thank you!

HueForge Studio v2.0.0 · Built for Unity 2021.3+ · Built-in / URP / HDRP

Non-destructive palette & texture recoloring for Unity · Support: ragendom@gmail.com