Paint a grid of gradients in the Inspector and bake them into one PNG atlas. Ideal for toon ramps, gradient-mapped shaders and shared palette textures.GradientAtlas lets you author dozens of gradients side by side and bake them into a single square PNG. You get one texture, one material and one draw-call-friendly lookup for every ramp in your project.Create an atlas from the Project window, pick a resolution and a cell size, and the Inspector turns into a grid of gradient fields that matches the baked texture exactly. Edit a gradient, press Generate, and the PNG next to the asset updates in place, keeping any import settings you changed. Turn on Auto Update and it re-bakes as you edit.Already painted over the atlas in Photoshop, Krita or Aseprite? Read From PNG samples every cell and fits editable Unity gradients back onto it, so you can move between painting and editing without losing work.Great for:• Toon and cel-shading light ramps• Gradient-mapped materials (fire, water, foliage, skies)• Palette textures shared by many low-poly models• Height or terrain colour ramps• Stylised VFX colour-over-life lookupsIt works with any render pipeline (Built-in, URP, HDRP) and any shader, including Shader Graph and Amplify: sample the PNG with the UV rect of a slot. It is editor-only, so nothing is added to your builds except the texture you use.Key features• Grid of gradients edited in the Inspector, laid out exactly like the baked texture• One-click bake to _atlas.png next to the asset• Auto Update: re-bakes on change, and skips the bake when nothing changed• Read From PNG: fits editable gradients (up to 8 colour and 8 alpha keys) back from a painted atlas• Atlas resolution from 8 to 1024 px, power-of-two cell sizes for exact UV rects• Keeps gradient mode (Blend / Fixed / Perceptual) and colour space per slot• Full Undo support• Sensible import defaults on first bake: Clamp, no mipmaps, no NPOT scaling. Later bakes keep your settingsScripting API (Editor)• GetUVRect(slot) and GetPixelRect(slot) for feeding shaders• Texture, Gradients, Columns, Rows, Count• UpdateAtlas() and ReadFromPng() for build scripts and custom toolsCompatibility• Unity 6000.0 or newer (tested on 6000.3)• Built-in, URP and HDRP: the output is a plain PNG• Editor-only, with no runtime code in player builds• No dependenciesIncluded• Full C# source• README.md and Documentation.txt (setup, settings, API, troubleshooting)• Namespace: DuzeraTools.GradientAtlasCode: AI helped refactor and debug parts of the C# scripts, editor tooling and shaders. I directed, reviewed and tested all of it in Unity before including it.Documentation: AI helped draft and edit the README, the documentation and code-level text, which I then checked against how the tool actually works.Store listing: AI helped write the listing copy and build the marketing images from HTML layouts.The package contains no AI-generated 3D models, textures, audio or other art assets. All design decisions, testing and final approval were mine.


