Advanced Photo Mode For Unity
sakanfar productions
$10.99
$21.99
50%OFF
(no ratings)
Jump AssetStore
A production-ready Unity photo mode package for Built-in, URP, and HDRP with camera controls, filters, post-processing, gallery, overlays, watermarks, and a scripted HUD via a clean API.This package is fully compatible with Unity's Universal Render Pipeline (URP).Advanced Photo Mode gives Unity projects a complete in-game photography workflow. Players can pause into a dedicated photo camera, move through the scene, orbit subjects, adjust field of view, apply cinematic filters, tune post-processing, capture high-resolution screenshots, and browse saved photos in a built-in gallery.The package is designed to be dropped into existing games without requiring custom UI prefabs. A procedural HUD is generated at runtime, while developers can still provide custom camera and HUD prefabs for branded projects. The manager handles entering and exiting photo mode, hiding the game HUD, pausing time, restoring cursor state, and dispatching lifecycle events.The system supports the Built-in Render Pipeline, URP, and HDRP through assembly definition version defines. URP post-processing is applied through a runtime global volume and the photo camera is configured automatically when the URP package is present.## Key Selling Points- Complete in-game photo mode for Unity.- Works with Built-in, URP, and HDRP projects.- No required paid third-party dependencies.- Runtime procedural HUD included.- Four camera modes for flexible composition.- High-resolution PNG, JPG, and EXR capture.- Supersampling with 1x, 2x, and 4x render scale.- Built-in filter presets plus custom filter assets.- Runtime post-process controls.- Persistent gallery with thumbnails, favorites, sorting, and deletion.- Watermark preview and capture baking.- Frame, grid, and sticker overlay systems.- Public static API for gameplay code.- C# event bus and UnityEvent callback bridge.- Setup wizard and Unity editor tools.- Demo content included.- Drop-in `PhotoModeManager` for runtime photo mode lifecycle.- Four camera modes: Free Roam, Orbit, First Person, and Cinematic Dolly.- High-resolution screenshot capture in PNG, JPG, and EXR formats.- Resolution presets for game resolution, 1080p, 1440p, 4K, and custom sizes.- Supersampling support with 1x, 2x, and 4x render scale.- Runtime camera controls for field of view, roll, movement speed, mouse sensitivity, focal length, and clipping planes.- Render-pipeline-aware post-processing support for Built-in, URP, and HDRP projects.- Creative controls for exposure, contrast, saturation, hue shift, temperature, tint, bloom, vignette, chromatic aberration, film grain, lens distortion, motion blur, and depth of field.- Ten built-in filter presets with support for custom `FilterPreset` assets.- Animated filter transitions and favorite filter persistence.- Procedural runtime HUD with capture, gallery, filter, camera mode, and settings controls.- Runtime settings panels for camera, post-process, depth of field, filters, watermark, and overlays.- Persistent in-game gallery with thumbnail loading, sorting, favorites, deletion, and full-screen viewing.- Capture metadata support for PNG output.- Timer capture and burst capture helper components.- Grid overlays for composition guides.- Frame overlay support with custom runtime frame registration.- Sticker overlay system with draggable placed stickers.- Watermark preview and baked capture watermark support for text and logos.- Rebindable keyboard controls stored in `PlayerPrefs`.- Legacy Unity Input and optional New Input System support.- Public static `PhotoModeAPI` for gameplay integration.- Static `PhotoModeEvents` event bus for lifecycle, capture, filter, gallery, and camera mode events.- `IPhotoModeIntegration` interface for deeper game-specific callbacks.- `PhotoModeCallbacks` component for Inspector-based UnityEvent wiring.- Editor setup wizard, editor window, custom inspector, and Tools menu commands.- Demo scene and sample controller included.I used AI tools to enhance and optimize the code, improve performance, and ensure better structure and readability during the development process




