Last Light Game Studio

LAST LIGHT / PROJECT 001 UNITY 6.3 · URP

Your world.
Your pixel language.

PixelStudio

Turn 3D scenes into expressive pixel-inspired worlds. Shape the colors, place the dithering, and carry your style from materials to sprites.

Explore the Style Lab ↘
01 / THE SAME WORLD. A DIFFERENT FEEL.CAPTURED IN UNITY
Original lantern-lit courtyard sceneCourtyard with a purple and cyan pixel styleOriginal sceneClustered 8×8 style
EXPLORE A LOOK

Drag to compare recorded frames. These examples use different color and dithering settings; they are complete style variations, not isolated pattern tests.

EXPLORE PIXELSTUDIO01 / Style Lab02 / Color03 / Materials04 / Workflow05 / Sprites

01 / STYLE LAB

Find the look.
Then make it yours.

Compare an original material against a style, or put two styles side by side. Explore your own model in an isolated preview before carrying a shared style across your materials.

THE ACTUAL UNITY EDITOR TOOLClick to inspect ↗
01 — COMPARE

Original × Style.
Style × Style.

Use sample geometry or your own model. Rotate, zoom and inspect the details that define the look.

02 — LIGHT

One subject.
Three lights.

Explore key, fill and rim lighting in the isolated preview, with local pixelation controls.

03 — REUSE

One style.
Many materials.

Apply styles in batches and update associated materials as you refine your art direction.

STYLE SHOWCASE / 00:30

See the world
change character.

Five recorded looks and the original scene, brought together in one short showcase.

02 / COLOR & DITHERING

A deliberate palette.
A distinctive texture.

Work in Original, Base Color, Palette or Ramps mode. Shape hue, saturation, contrast and tonal distribution, then decide how the transitions should feel.

Bring your colors.
Build your signature.

Extract colors from an image or import HEX, GPL, JASC-PAL and PNG palettes. Select the colors you want to use in a palette or ramp.

16colors per palette

4 × 8ramps × colors

Choose RGB or perceptual OKLab matching, protect hues, or choose a fixed or automatic ramp. Palette restrictions apply before later rendering operations.

Explore color controls

RGB, perceptual luminance and hybrid quantization. Hue, chrominance, saturation, contrast and tonal distribution. Ramp shadow and highlight points.

RECORDED STYLE STUDIES

Watch the texture in motion.

Select a recording to see its complete look. The site plays your Unity captures; it does not run the Unity shader.

Clustered 8×8 — recorded style

Choose the pattern.

Bayer 2×2, 4×4, 8×8 and 16×16. Clustered 4×4 and 8×8. Horizontal lines, Hash Noise, Blue Noise 64, a custom texture, or no dithering.

Choose where it lives.

Screen, world, object or UV anchoring, with per-object overrides. Control strength, tonal coverage, transitions and flat-surface preservation.

03 / MATERIALS & SCENE RENDERING

More than a
pixelated image.

Combine camera-wide pixelation with material styling, light response and per-object outlines. Each has its own role in the final image.

PER-OBJECT OUTLINES

Give every silhouette a voice.

Set color and thickness from 1 to 4 logical pixels. Include children, group objects, and add internal lines from depth and normals.

Outlines support opaque and alpha-clipped surfaces. Blended transparent objects and particles are excluded.

TRANSPARENCY & GLASS

Let the surface breathe.

Opaque, Cutout, Alpha, Premultiplied, Additive and Glass modes. Shape opacity, masks and clipping; give glass Fresnel edges and configurable shadows.

Glass is stylized transparency, without physical refraction.

PIXELSTUDIOPARTICLES

Keep your effects
in the same world.

A dedicated unlit particle shader with shared styles, particle color and alpha, emission and UV anchoring.

  • Alpha, Additive and Premultiplied blends
  • Flipbook frame blending
  • Per-particle color and transparency

Requires the appropriate vertex streams. GPU mesh instancing is not supported by this particle workflow.

PIXELSTUDIOLIT

Light-responsive surfaces.

Base Map, normal maps, metallic and smoothness, emission and detail textures, integrated with URP lighting and shadows.

STYLIZED HIGHLIGHTS

Sharp. Soft. Dithered.

Art-direct highlight color, intensity, size and mask, with control over metallic and smoothness influence.

CAMERA PIXELATION

Frame the whole image.

Choose logical width or pixel size, optional sampling softness and Scene View preview. Use orthographic or perspective cameras.

04 / A CONNECTED WORKFLOW

From your materials
to your art direction.

Transfer supported material settings, explore shared styles and extend the look through your own Shader Graph work.

FEATURE WALKTHROUGH / 02:30

Open the original recording ↗

MATERIAL CONVERTER

Keep the inputs that matter.

Transfer recognized maps, colors, tiling and offsets into PixelStudioLit. Convert materials in batches, optionally apply a style, and review incompatible-property warnings.

Conversion does not recreate arbitrary custom shader effects such as wind or refraction.

SHADER GRAPH

A starting point for your effects.

Use the supplied template, PixelStudioSurface Sub Graph, HLSL functions and style-data baking utility to integrate pixel styling into your surface workflow.

Integration requires configuration. VFX Graph is a manual integration workflow, not universal plug-and-play support.

05 / SPRITE GENERATOR

Build in 3D.
Bring it into 2D.

Turn your own prefabs and scene objects into sprites. Keep control over framing, rotation, lighting, outlines, resolution and transparent backgrounds.

FROM SCENE OBJECT TO SPRITE PREVIEWClick to inspect ↗
01 / STATIC

One perfect frame.

Export transparent PNGs and import them into Unity as sprites, with configurable capture settings.

02 / ANIMATED

Keep the motion.

Sample AnimationClips at your chosen FPS. Export sheets or individual frames and optionally create a 2D AnimationClip.

03 / BATCH

Capture a collection.

Process multiple objects and preset viewing angles with reusable capture presets and optional contact sheets.

BEFORE YOU BUILD

Know what is inside.

A toolkit for your own assets and art direction. Demonstration environments, models, animations and third-party textures are not included.

Requirements & setup 01

Development reference: Unity 6000.3.21f1 · URP 17.3.0. Built-in Render Pipeline and HDRP are not supported. Other Unity versions, platforms and graphics APIs have not been validated by the supplied review.

  • Screen pixelation: configured URP Full Screen Pass.
  • Outlines: included Outline Renderer Feature.
  • Automatic sprite-sheet slicing: Unity 2D Sprite package.
  • Shader Graph: supplied template or equivalent manual setup.
Package contents 02
  • PixelStudioLit and PixelStudioParticles shaders
  • Screen pixelation shader and camera controls
  • Outline Renderer Feature and object components
  • Reusable Style and Palette asset types
  • Blue Noise texture, runtime scripts and inspectors
  • Style Lab and Palette Builder
  • Material Converter
  • Static, animated and batch Sprite Generator
  • Shader Graph template and PixelStudioSurface Sub Graph
  • HLSL functions and style-data baking utility
Rendering & integration details 03

Pixelation affects the camera image; it does not provide independent geometry pixel sizes per object. Material styles and outlines have separate controls. Camera-motion stabilization is not included, and dithering anchors do not guarantee the absence of pixel creep.

Later rendering operations can introduce colors outside a selected palette. Glass does not simulate physical refraction. Outline support is limited to opaque and alpha-clipped objects. The package is not presented as an included library of demo scenes, models or production presets.

LAST LIGHT GAME STUDIO

Tools for worlds
with a point of view.

PixelStudio is the first project in our portfolio.

QUESTIONS ABOUT PIXELSTUDIO?

lastlightgamestudio@outlook.com ↗

Asset Store listing coming soon.