Turn prefabs into a consistent set of inventory icons: batch-rendered transparent PNGs with measured framing, outline, shadow and background layers, imported as ready-to-use sprites.Works in any render pipeline. The tool is editor-only: it renders prefabs to PNG sprites using your project's own materials and shaders. Built-in is fully verified; under URP and HDRP rendering goes through RenderPipeline.SubmitRenderRequest, the documented SRP path, with a direct-render fallback. No pipeline-specific code or shaders are included, and nothing from the tool ships in a build.Every inventory game needs the same thing: one icon per item, all of them consistent. Rendering them by hand means redoing the lot every time an item changes, and every icon renderer that frames from the bounding box produces icons that are small, and differently small for every prop.This studio renders the icon, measures where the pixels actually landed, corrects the camera by exactly the measured error, and renders again. The margin you set refers to the silhouette. Measured across deliberately different shapes - a tall box, a small sphere, a wide capsule - all land within a fraction of a pixel of the requested margin, and every batch prints its worst margin error so the claim is checkable on your own set.WHAT YOU DOOpen the studio, add prefabs, tune the style against a live preview, export. The PNGs are imported as single sprites with alpha-is-transparency on and mipmaps off, ready to drop into an Image or SpriteRenderer. The preview is the real renderer at 256 pixels - what the window shows is what the batch writes.THE STYLE LAYERS• Outline: a contour of chosen width and colour, following the silhouette at a true pixel distance. An outline asked at six pixels measures six pixels.• Shadow: the silhouette offset at a chosen angle and distance, with soft falloff and opacity.• Background: transparent, solid, circle, or rounded rectangle with corner radius and inset.• Light: a fixed key and fill rig with a flat ambient override, so a batch is lit identically whatever scene is open. Your scene's lighting is overridden for the render and restored afterwards - nothing in the scene is touched.CONSISTENCY YOU CAN CHECK• The same prefab with the same style produces byte-identical output.• Rendering happens on a reserved layer far from the origin; the scene and its objects are left exactly as they were.• A prefab with no visible renderer is reported in words - an empty file is never written silently.FROM CODE TOOEverything the window does is public API:var style = new IconStyle { Size = 512, Margin = 0.12f, OutlineWidth = 6 };IconBatch.Run(prefabs, style, "Assets/Icons");Wire it into your build pipeline and icons regenerate with the items.MEASUREDThe numbers quoted here come from the automated checks that ship with the package, run on Unity 2022.3.62f2: margin error 0.14 px at 256 across three deliberately different shapes; outline width measured exactly as asked; distance field at 1024 in 54 ms; two renders byte-identical; import verified clean on a bare project. Each check was verified by deliberately breaking the code and confirming the check caught it.REQUIREMENTS• Unity 2022.3 LTS or newer• Editor-only; no runtime code, no dependencies, no accounts• Built-in fully verified; URP and HDRP render through the documented SubmitRenderRequest pathLIMITSOrthographic camera only in 1.0. Animation is not sampled - prefabs render in their default state. Icons are square. The outline follows the alpha silhouette, including interior holes.Features:• Batch renders prefabs to transparent PNG icons and imports them as single sprites• Measured framing: the margin is measured on the rendered silhouette and corrected, not derived from the bounding box; worst error is reported per batch• Outline at a true pixel distance (distance transform, not a blur)• Offset soft shadow with angle, distance, softness and opacity• Solid, circle and rounded-rectangle backgrounds with inset and corner radius• Fixed key + fill light rig with flat ambient override, restored after every render• Live preview running the real renderer; export uses the same code• Deterministic: same prefab, same style, byte-identical output• Public API for scripted exportsSupported OS: Windows, macOS, LinuxTechnical notes:• Editor-only; no runtime code ships in a build• Namespaced under Krykftn.QuickIconStudio, single editor assembly definition• No dependencies beyond built-in modules; no accounts, no network access• Built-in fully verified; URP and HDRP render through RenderPipeline.SubmitRenderRequest• Unity 2022.3 LTS or newerMeasured on Unity 2022.3.62f2: margin error 0.14 px at 256 across three shapes; outline width exactly as asked; distance field at 1024x1024 in 54 ms; clean-project import with minimal modules, 25 files, zero compile errorsDocumentation: included as README.mdAI assistance was used while making this package, and here is exactly where.Code: an AI coding assistant helped write and review the C#. The claim the package rests on was measured, not assumed: framing is taken from the rendered silhouette rather than the bounding box, and the worst margin error across the sample set is 0.14 px at 256. That number comes from a run in the Unity Editor, and the preview and the export call the same renderer, so the two cannot drift apart.Text: the README, the documentation and this store description were drafted with AI assistance and then edited by hand for accuracy.Images: no image content is AI generated. Every screenshot is a real capture of the studio window running in the Unity Editor with the six sample prefabs loaded, and the chest in the preview is the tool's own output. The diagram explaining bounding box versus silhouette is a drawn illustration of the geometry, not a picture of the product.Nothing in the package generates content at runtime - it is editor-only, and no line of it ships inside your build.

