Skip to main content

Documentation Index

Fetch the complete documentation index at: https://docs.pixelate.tomblack.ca/llms.txt

Use this file to discover all available pages before exploring further.

Normal maps let a 2D sprite react to lights while still using a flat sprite sheet. In URP, Pixelate exports the normal map and links it to the diffuse sprite sheet for you.

Enable normal-map output

1

Open the profile

Select the capture manager and use its local profile settings, or open a saved PixelateProfile asset if you are sharing settings across capture managers.
2

Enable normal map

Check the Normal Map section.
3

Set lighting steps

Use Lighting Steps to control how many lighting bands Pixelate uses. The default is 2.
4

Set material pipeline

Choose URP unless your project must stay on Built-in Render Pipeline. Pixelate’s demo content is built for URP, and URP supports Sprite-Lit 2D lighting with normal maps out of the box.
5

Preview

In Preview, switch draw mode between Lit, Unlit, and Normal to check the output.

Output files

When Normal Map is enabled, Pixelate writes a second PNG next to the diffuse sprite sheet. After import, Pixelate assigns that normal-map PNG as the diffuse sprite sheet’s _NormalMap secondary texture, so URP 2D lights can find it automatically.
CaptureNormal-map file
Static image{TargetName}_N.png
Animation clip{TargetName}_{ClipName}_N.png
For animation capture, each Source Clip gets its own normal-map atlas and Pixelate links it to that clip’s diffuse atlas.

Use normal maps with URP

URP is the recommended workflow because Pixelate’s demo content is built for it and URP supports Sprite-Lit 2D lighting with normal maps out of the box.
1

Use a 2D Renderer

Make sure your URP asset uses a 2D Renderer.
2

Set Light Render Textures

Open the 2D Renderer asset, expand Light Render Textures, and set Render Scale to 1.
3

Use a Sprite-Lit material

Use Universal Render Pipeline/2D/Sprite-Lit-Default on the Sprite Renderer that displays the exported sprites.
4

Enable normal maps on the light

On each Light2D that should affect the sprite, turn on Normal Maps in the Light 2D component.
5

Test with the demo setup

Open Assets/Pixelate/DEMO/Scenes/Visualize.unity for a working 2D lighting example, or use the render assets in Assets/Pixelate/DEMO/URP for a pre-configured URP setup.
You do not need to manually assign the generated _N.png to the diffuse sprite sheet in URP. Pixelate links it as a secondary texture during export.

Built-in fallback

Use Built-in only when the project cannot use URP. The included ToonLitSprite shader is available for fallback projects, but URP is the smoother path for 2D lighting and normal-map sprites.
If lighting appears reversed after flipping a character, rotate the character 180 degrees on the Y axis instead of using negative X scale.